Holdfast

HARVEST, BUILD, DEFEND

x2

Traveling Merchant

4

Denizen — Rootborn Merchant

Three of any one bounty: Gain five of any one bounty.

1

0

1

x2

Gnash River Wyrmling

4

Denizen — Wyrm Warrior

Act twice (Gnash River Wyrmling may take two actions each turn. Relocating, assaulting, and using abilities are all actions.)

2

2

1

x2

Viri Mountain Wyrmling

4

Denizen — Wyrm Warden

Pick-off (Viri Mountain Wyrmling may assault targets that are housed.)
Viri Mountain Wyrmling cannot assault structures unless that structure's owner controls no denizens.

3

1

1

x2

Kembra Valley Wyrmling

4

Denizen — Wyrm Warrior

Demolish 2 (When Kembra Valley Wyrmling assaults a structure, it deals 2 damage to that structure before morale calculation.)

3

1

2

x2

Gazing Prowlon

4

Denizen — Beastkin Warden

Encampments you control have +2 fortitude and cannot be targeted by hexes with copy-count 4.

2

4

2

Gnash River Sabrejaw

4

Denizen — Wyrm Warrior

When Gnash River Sabrejaw assaults a structure, other assailants gain demolish 1. (When they assault a structure, they deal 2 damage to that structure before morale calculation.)
When Gnash River Sabrejaw assaults a denizen, other assailants gain bloodlust. (If they assault a denizen and it falls, they may assault again this turn.)

4

3

4

x2

Furtive Owlon

3

Denizen — Beastkin Chamberlain

: Sabotage.
When Furtive Owlon occupies an enemy structure, assailants of that structure gain +1 temp strength.

1

1

1

Viri Mountain Spearwing

3

Denizen — Wyrm Warrior

Pick-off, rush. (Viri Mountain Spearwing may assault targets that are housed and targets behind an enemy perimeter.)
If you control three or more denizens with strength 4 or greater, Viri Mountain Spearwing gains act twice.

5

1

2

Kembra Valley Flarethroat

3

Denizen — Wyrm Warrior

Demolish 3
: Deal 4 damage to target structure Kembra Valley Flarethroat could assault. It cannot assault the turn it uses this ability.

3

3

3

x2

Protective Grizlon

3

Denizen — Beastkin Warden

Whenever an enemy targets a denizen you control, it targets Protective Grizlon instead.

4

3

3

x2

Watchful Liron

3

Denizen — Beastkin Practitioner

: Track 2 (Name two cards. Target enemy turns face-up all cards of that name they control on the field.)

3

4

3

Mighty Turlon

2

Denizen — Beastkin Chamberlain

Protection 2
Encampments you control have protection 1 and "Occupying denizens gain +1 morale".
: Create an encampment structure called "Hunter's Camp" with 0/0/3 that houses 3 and has "At the start of your build phase, housed denizens gain +1 temp strength".

0

5

7

Gnash, Spellweaver

1

Denizen — Wyrm Warden

Whenever you play a mysticism, up to two target denizens you control gain act twice.
Pitch a mysticism: Gain and put a strength glyph on target denizen you control.

4

2

4

Viri, Deathspeaker

1

Denizen — Beastkin Practitioner

Necromancies you play have linger. You may play necromancies from the middling.
Denizens placed on the field from your rubble enter with pick-off or rush. ("Placed" can mean moving from your rubble to the field by a card effect or playing it from the rubble.)

4

4

4

Kembra, Flamekeeper

1

Denizen — Wyrm Warrior

Denizens you control have feast and "Whenever this denizen assaults, put a strength glyph on it".
Denizens you control with strength 4 or greater have demolish 2.

5

3

5

x2

Simple Outpost

4

Structure — Encampment

At the start of your turn, occupying denizens gain feast until the start of your next turn. (If they assault or are assaulted, they have no maintenance cost until the start of their controller's next turn.)

3

Occupants

0

0

4

x2

Hunting Grounds

2

Structure — Encampment

At the start of your turn, put a strength glyph on each denizen occupying this structure.

3

Occupants

1

0

5

Wyrmwing, The Moving Remains

1

Structure — Encampment

Your occupants and structures deal damage to assailants before morale calculation.
: Return Wyrmwing, The Moving Remains from the rubble to the outland. Activate only if a denizen fell since your last turn.
(This structure has strength)

5

Occupants

4

0

7

x3

Snare

4

Trap —

: Deal 1 damage to target assailant. It remains in the outland and it cannot act next turn.

Traps cost nothing to play and are played face-down. During the falter step when they are revealed, you may use one of their abilities. Traps go to the void after they use an ability or are ousted.

1

Vengeful Haunt

4

Trap —

: Deal 2 damage to all assailants. Reclaim a denizen from your rubble that fell this turn.

Traps cost nothing to play and are played face-down. During the falter step when they are revealed, you may use one of their abilities. Traps go to the void after they use an ability or are ousted.

2

x2

Turn Of The Season

4

Mysticism — Boon

Put a strength glyph on target denizen you control. Channel. (Pick a kind of glyph on you or something you control. Anything with that kind of glyph gains an additional glyph of that kind.)

Mysticisms go to the void after they are played

x3

Struck Down

4

Mysticism — Necromancy

Crush target denizen (Crushed cards go to their owner's rubble)


Mysticisms go to the void after they are played

x2

Reap The Unmade

3

Mysticism — Necromancy

Target enemy pitches a denizen at random from their hand.


Mysticisms go to the void after they are played

x2

Call From The Boneyard

2

Mysticism — Necromancy

Return a wyrm from your rubble to the field.



Mysticisms go to the void after they are played

x2

Wilderland Veil

2

Mysticism — Necromancy

Return a beastkin from your rubble to the field.



Mysticisms go to the void after they are played

Feasting Rites

2

Mysticism — Boon

Denizens you control have no maintenance cost next turn.


Mysticisms go to the void after they are played

x4

Valley Lake

4

Resource — Waterway Lake

Harvest
Deplete

x4

Gold Vein

4

Resource — Cave Gold

Harvest
Deplete

x4

Cattlespan

4

Resource — Livestock Cattle

Harvest
Deplete

x3

River Thicket

4

Resource — Waterway River

Harvest
Deplete

x2

Wind-Strewn Hillside

4

Resource — Hillscape Bushmeat

Harvest
Deplete

Gnash River

1

Resource — Waterway River

Harvest
Deplete
If you control "Gnash River", "Kembra Valley", and "Viri Mountain", harvest and deplete for the same amount of instead.

Kembra Valley

1

Resource — Valley Gold

Harvest
Deplete
If you control "Gnash River", "Kembra Valley", and "Viri Mountain", harvest and deplete for the same amount of instead.

Viri Mountain

1

Resource — Timber Oak

Harvest
Deplete
If you control "Gnash River", "Kembra Valley", and "Viri Mountain", harvest and deplete for the same amount of instead.