Viri Mountain Wyrmling
Denizen — Wyrm Skirmisher
Infuse 2 - Viri Mountain Wyrmling comes into play with pick-off.
(Pitch 2 cards when playing this card to pay for its infuse effect. Denizens with pick-off may assault housed denizens directly.)
Claws like blades, and eyes that can see through stone.
2
1
1
Gnash River Wyrmling
Denizen — Wyrm Skirmisher
Infuse 2 - Gnash River Wyrmling comes into play with bloodlust.
(Pitch 2 cards when playing this card to pay for its infuse effect. Denizens with bloodlust can assault again if they fell an enemy denizen during their first assault.)
Hundreds of teeth, and whispers from between.
2
1
1
Kembra Valley Wyrmling
Denizen — Wyrm Skirmisher
Infuse 2 - Kembra Valley Wyrmling comes into play with demolish 2.
(Pitch 2 cards when playing this card to pay for its infuse effect. This denizen deals 2 damage to each structure it assaults before morale calculation.)
A belly like molten glass, and roars like a furnace.
2
1
1
Watchful Liron
Denizen — Beastkin Warden
Bloodlust (Denizens with bloodlust can assault again if they fell an enemy denizen during their first assault)
As long as Watchful Liron is in play, your bounty cannot be stolen.
2
2
2
Protective Grizlon
Denizen — Beastkin Warden
If Protective Grizlon is in range of an assault, enemies must assault it if able.
Wyrms were hunted to near-extinction within the last century. Some for their scales, many for their bones. The bears they once hunted became the protectors of their last clutch of eggs.
2
2
2
Furitive Owlon
Denizen — Beastkin Practicioner
Pitch 2: Restore a denizen you own that fell last turn.
It was the sage owls that taught the wyrms of the Gnash River how to speak when they saw the newborns babbling like brooks.
0
1
5
Gnash Sabre-Jaw
Denizen — Wyrm Skirmisher
Bloodlust (Denizens with bloodlust can assault again if they fell an enemy denizen during their first assault)
She can smell blood in the river from miles away.
3
2
2
Kembra Flarethroat
Denizen — Wyrm Skirmisher
Demolish 2 (This denizen deals 2 damage to each structure it assaults before morale calculation)
"Its flames may be no match for the Embergate, but it can roast us alive in these stone halls all the same." - Talas, Commander of Griffin Tower
3
2
2
Viri Blackwing
Denizen — Beastkin Skirmisher
Pick-off (Denizens with pick-off may assault housed denizens directly)
The sage owls taught speech, but the blackwing kestrels taught silence.
3
2
2
Gnash, Spellweaver
Denizen — Wyrm Practicioner
Bloodlust (Denizens with bloodlust can assault again if they fell an enemy denizen during their first assault)
When Gnash, Spellweaver deals damage, target enemy pitches a mysticism.
: Play target mysticism from any rubble for free.
4
4
4
Viri, Deathspeaker
Denizen — Beastkin Practicioner
Pick-off (Denizens with pick-off may assault housed denizens directly)
, Pitch 1: Reclaim a denizen from your rubble.
Gnash, Kembra, and Viri were named after the river, valley, and mountain respectively. What was once their namesake has now become their destiny.
4
4
4
Kembra, Flamekeeper
Denizen — Wyrm Warden
Demolish 2 (This denizen deals 2 damage to each structure it assaults before morale calculation)
: Deal 4 damage to any target in range.
4
4
4
Nesting Grounds
Structure — Encampment Domestic
While Nesting Grounds is on the field, you may play denizens directly into this structure. If they have an additional infuse cost, it is reduced by 1.
The safety of cubs and wyrmlings alike are paramount to the beasts of the Almavir Mountain Range.
2
Occupants
0
0
2
Turlon Shellkeep
Structure — Encampment Martial
Infuse 2 - Turlon Shellkeep comes into play with veiled. (Pitch 2 cards when playing this card to pay for its infuse effect)
What is long dead may still protect the weak.
2
Occupants
0
0
4
Wyrmwing, The Moving Remains
Structure — Building Domestic
Whenever you fell a structure, create a structure ruin token with 0/0/1 called "Battlefield Ruins".
: Restore Wyrmwing, The Moving Remains. It gains +1 strength for each time it has been restored. This activation can be used a maximum of three times total.
The bones of the last Ancient Wyrm still stir with animosity.
3
Occupants
4
0
2
Feasting Rites
Mysticism — Boon
Until the end of your next turn, your denizens have no maintenance cost.
Mysticisms go to the void after being played
The strongest prey are sacrificed to feed the hunters' souls.
Call Of The Wilderblessed
Mysticism — Necromancy
Restore a denizen from any rubble. (Enemy cards you restore come into play under your control)
"Humes do not understand their own currency. Their coins can pay for food, for pleasure, and even for life itself." - Viri, Deathspeaker
Gold Veins
Resource — Mountain
Harvest
Deplete
Viri met Death and found a way to pay for life.
Winding River
Resource — Waterway
Harvest
Deplete
Gnash met Death and learned secrets lost to time.
Marshbeds
Resource — Valley
Harvest
Deplete
Kembra met Death and lit a fire to rebuff his icy grasp.
Vibrant Stream
Resource — Waterway
Harvest or
Deplete
A feast and a bath all in one.
Mount Viri
Resource — Mountain
Harvest or reduce the first infuse cost you pay this turn by 2.
Deplete
Called the "short sister" of Mt. Astrana, it looms over the valleys and rivers that pour from its frosty heights.
Desperate Traveler
Denizen — Human Laborer
When Desperate Traveler is played and whenever it moves, harvest .
"Please. Let me in. I'll give you whatever you want."
0
0
1
Trusted Advisor
Denizen — Sorcerer Chamberlain
: Target enemy reveals a card at random from their hand.
Actions beget consequences, which reveal intentions, which demands reaction.
0
2
1
King Turlon
Denizen — Beastkin Skirmisher
Shielded, veiled, protection 2. (This denizen takes no damage other than assault damage, cannot be targeted by hexes, volargies, and necromancies, and ignores the first 2 damage dealt to it each turn)
If King Turlon acted last turn, it cannot act this turn.
King Turlon must assault each turn if able.
3
3
4
Heirloom Blade
Belonging — Gear Weapon
If the wielder of Heirloom Blade leaves the field, you may immediately arm Heirloom Blade to another denizen with the same name.
Songs and stories are not the only things past down from previous generations.
+2
Wyrm's Hoard
Belonging — Treasure
Harvest
"A covetous nature builds wealth like no other." - Doris, Mountain-walker
Regeants Lockbox
Belonging — Treasure
Stockpile 1 (Your capacity for bounty is increased by 1)
If Regeants Lockbox is housed, belongings housed alongside it cannot be targeted or stolen.
Rugged Keep
Structure — Building Martial
At full occupancy, Rugged Keep gains +3 morale.
If one bastion remains, its cause is not yet lost.
2
Occupants
0
0
3
Claimed Ruins
Structure — Ruin Martial
If a structure fell last turn, you may pitch a card and restore Claimed Ruins.
Humes claim land by hoisting banners. Beasts claim land by rooting out their foes. Wyrms claim land by crushing it flat.
2
Occupants
0
0
2
Slaughter
Mysticism — Necromancy
Fell target unhoused denizen.
Infuse 2 - Fell another target unhoused denizen. (Pitch 2 cards when playing this card to pay for its infuse effect)
Faithbound Peerings
Mysticism — Divination
Look at your next draw of cards. You may move any number of them to the bottom of your deck.
Look inward, see outward.
Ruinous Fall
Mysticism — Volargy
Fell target structure you don't control with the lowest fortitude.
Mysticisms go to the void after being played
"From the bones of this ruin, I will build our realm anew." - Kembra, Flamekeeper