Wanted Criminal

Denizen — Human Practitioner
: Sabotage (House Wanted Criminal in an enemy structure. Control of it remains with you. When it is ousted, it returns to your courtyard.)
Whenever an opponent declares an assault, it must target Wanted Criminal or the structure it occupies.
0
3
2
Dreamsmyth Woods Witch

Denizen — Rootborn Practitioner
: Put a bribe glyph on target denizen with copy-count 2 or greater.
Denizens with a bribe glyph gain ": Remove a bribe glyph from this card" and "This card cannot use any abilities except for this one if it has a bribe glyph on it".
1
3
2
Oakseam Glutton

Denizen — Rootborn Warden
When Oakseam Glutton is played, you may have it sabotage.
: Sabotage (House Oakseam Glutton in an enemy structure. Control of it remains with you. When it is ousted, it returns to your courtyard.)
While Oakseam Glutton is housed, other occupants' maintenance costs more.
While Oakseam Glutton is unhoused, it's maintenance costs more.
5
4
4
Oakseam Misinformant

Denizen — Human Chamberlain
Act twice. (Oakseam Misinformant may take two actions each turn. Relocating, assaulting, and using abilities are all actions.)
: Put a bribe glyph on target denizen with copy-count 2 or greater.
Denizens with a bribe glyph cannot move if they moved last turn and gain "When this card relocates, you may remove up to one bribe glyph from it".
1
3
1
Rash Captain

Denizen — Human Warrior
: Infiltrate (Give control of Rash Captain to an enemy and move it to their courtyard.)
The first time you assault, pitch two cards.
2
2
2
Dreamsmyth Seer

Denizen — Rootborn Practitioner
: Put a bribe glyph on target denizen with copy-count 2 or greater.
Denizens with a bribe glyph cannot assault. At the start of each enemy turn, that enemy may remove up to one bribe glyph from target denizen they own.
1
3
2
Quystin Of Oakseam

Denizen — Human Merchant
Act three times.
: Gain control of target belonging from an enemy structure that a denizen you own occupies. If target belonging is a gear, you may arm Quystin Of Oakseam with it.
Quystin Of Oakseam gains +1 to all stats for each gear it is armed with.
During your harvest phase, steal from target enemy's store of bounty for every three bribe glyphs on cards they own.
2
5
1
Splinter Camp

Structure — Encampment
When Splinter Camp is assaulted, if it is not at full occupancy you may play a trap with copy-count 3 or greater from your hand into one of its vacancies. You may activate it this turn at no cost.
4
Occupants
0
0
4
Deep Underpass

Structure — Passage
: Gain control of target denizen you own and house it in Deep Underpass.
: Relocate target face-down occupant you control to an enemy structure.
You may activate traps occupying enemy structures before they would at the start of that falter step.
(Denizens, traps, and belongings may all be occupants)
3
Occupants
0
0
6
The Cutpurse Caravan

Structure — Encampment
At the start of your turn, if The Cutpurse Caravan is in the rubble you may play it from the rubble.
: Reclaim The Cutpurse Caravan from the middling.
If The Cutpurse Caravan is targeted by an effect that would obliterate it, that player must pitch three cards in their hand as an additional cost or the effect is prevented.
5
Occupants
0
0
5
Oakflame Explosives

Trap —
: Crush housing structure, one occupant, and up to three assailants.
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
Trance Gate

Trap —
FREE: End the assault.
1
Pay Tribute

Trap —
: End the assault against the occupied structure. For each assailant, the occupied structure's owner gifts you a bounty of their choice at the end of their next harvest step.
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.change
1
Early Abandonment

Trap —
: Prevent an assault against housing structure. Oust all denizens with a bribe glyph.
1
Empty Veins

Mysticism — Curse
Until the end of your next turn, resources harvest no .
Mysticisms go to the void after they are played
Life From Dead Branches
Pitch up to two cards

Mysticism — Transmutation
Create one rootborn warden denizen called "Stickling" with 0/1/1 and ": Sabotage" plus an additional two for each card you pitched.
Traitorous Intent

Mysticism — Hex
Crush target enemy denizen housed alongside a denizen you own.
Mysticisms go to the void after they are played
Vanishing Wealth

Mysticism — Curse
Until the start of your next turn, each enemy's total maintenance is increased by for every two bribe glyphs on tangibles they own.
Mysticisms go to the void after they are played
Gilded Gains

Mysticism — Alchemy
You may convert up to six bounty into any other kind of bounty.
Add .
Help From The Shadows

Mysticism — Arcana
You cannot assault the turn you play Help From The Shadows.
Target an enemy. For each tangible with a bribe glyph that enemy controls, they choose one of the following: Pitch a card, reduce your bounty capacity by 1 until the end of your next turn, or add a bribe glyph to target denizen you control.
Namelessness

Mysticism — Hex
Unmake target denizen or belonging and each other card that shares its name. Until the start of your next turn, cards with that name cannot be played. (Return those cards to their owners' hands.)
Silver-tongued Whispers

Mysticism — Hex
Linger
You may play Silver-tongued Whispers from the middling. If you do, it costs more. If you play Silver-tongued Whispers this way, it goes to the void.
Enthrall target denizen.
Autumn Oaks

Resource — Timber Oak
Harvest
Deplete
Silent Forest

Resource — Lumber Oak
Harvest
Deplete
Abandoned Goldpans

Resource — Waterway Gold
Harvest
Deplete
Silver Vein

Resource — Cave Silver
Harvest
Deplete
Well-trafficked Hills

Resource — Hillscape Silver
Harvest
Deplete
Cutpurse Crossroads

Resource — Flatlands Gold
Harvest
Deplete
At the end of each enemy turn, that player must pitch a card for every four bribery glyphs on tangibles they own.