Traveling Merchant

Denizen — Rootborn Merchant
Three of any one bounty: Gain five of any one bounty.
1
0
1
Gnash River Wyrmling

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
Viri Mountain Wyrmling

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
Kembra Valley Wyrmling

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
Gazing Prowlon

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

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
Furtive Owlon

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

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

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
Protective Grizlon

Denizen — Beastkin Warden
Whenever an enemy targets a denizen you control, it targets Protective Grizlon instead.
4
3
3
Watchful Liron

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

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

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

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

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
Simple Outpost

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
Hunting Grounds

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

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
Snare

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

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
Turn Of The Season

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
Struck Down

Mysticism — Necromancy
Crush target denizen (Crushed cards go to their owner's rubble)
Mysticisms go to the void after they are played
Reap The Unmade

Mysticism — Necromancy
Target enemy pitches a denizen at random from their hand.
Mysticisms go to the void after they are played
Call From The Boneyard

Mysticism — Necromancy
Return a wyrm from your rubble to the field.
Mysticisms go to the void after they are played
Wilderland Veil

Mysticism — Necromancy
Return a beastkin from your rubble to the field.
Mysticisms go to the void after they are played
Feasting Rites

Mysticism — Boon
Denizens you control have no maintenance cost next turn.
Mysticisms go to the void after they are played
Valley Lake

Resource — Waterway Lake
Harvest
Deplete
Gold Vein

Resource — Cave Gold
Harvest
Deplete
Cattlespan

Resource — Livestock Cattle
Harvest
Deplete
River Thicket

Resource — Waterway River
Harvest
Deplete
Wind-Strewn Hillside

Resource — Hillscape Bushmeat
Harvest
Deplete
Gnash River

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

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

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