Oakseam Minstrel
Denizen — Rootborn Artisan
When you play Oakseam Minstrel, it may trespass.
At the start of your command phase, if Oakseam Minstrel is trespassing steal up to two bounty from the occupied structure's controller.
A joyous tune can provide for a myriad of distractions.
0
2
2
Wanted Criminal
Denizen — Human Skirmisher
When you play Wanted Criminal, it may trespass. (When a denizen trespasses, move it into an enemy structure.)
While Wanted Criminal is on the field, assaults must be directed at it or the structure it occupies. (Players can assault their own structures)
"It wasn't me, it was a bundle of sticks! HOW COULD YOU NOT TELL IT WAS A BUNDLE OF STICKS!"
2
1
1
Giftpocket
Denizen — Rootborn Trader
: Gift control of target belonging or denizen you own to target enemy and move it to their courtyard. It's maintenance cost becomes .
:Steal target gear, consumable, or treasure in the outland.
Opinions are cheap.
1
2
1
Rash Captain
Denizen — Human Skirmisher
When Rash Captain's controller declares their first assault each turn, that player pitches three cards.
The first through the breach can lose more than their lives.
3
2
2
Quistyn Of Oakseam
Denizen — Human Artisan
Whenever Quistyn Of Oakseam or a structure it occupies is assaulted, steal up to five bounty of any kind from the assailants' controller.
: You may play cards from the middling this turn.
: Vanish target occupant housed alongside a card you own.
"He stitches together our two worlds with words like a seamstress working their needle and thread. Mayhaps we will see our fellow-folk from across the divide again." - Father Oak
3
3
3
Splinter Camp
Structure — Encampment Trade
Denizen occupants have ":Trespass".
The Pennytossers have eyes and ears in every settlement west of the mountains and north of the shoreline.
2
Occupants
0
0
2
Oakseam Tavern
Structure — Building Trade
Harvest for each denizen you own that is trespassing.
"You're being paid good money to sit there and drink. Don't complain." - Quistyn of Oakseam
3
Occupants
0
0
3
Delapidaetd Underpass
Structure — Encampment Domestic
When an occupying trap is revealed, deal 2 damage to target assailant.
Mayor Emas promised to fix the bridges and roads when he was first elected. Quistyn payed him hansomely to ensure that wouldn't happen.
2
Occupants
0
0
2
Trance Gate
Trap — Gambit
: End the assault.
Traps go to the void at the end of the assault that revealed them
"The sharpest swords can cut through steel itself, but not even the sharpest wits can cut through every distraction." - Quistyn of Oakseam
Unexpected Mugging
Trap — Tactic
: Remove target denizen from the assault and steal up to three bounty from its owner's stores.
Traps go to the void at the end of the assault that revealed them
The Pennytossers use a gentle touch when necessary, and a rough one in all other cases.
Galefrost
Trap — Gambit
: For each assailant, its controller may pitch a card. If they don't, vanish that assailant.
Traps go to the void at the end of the assault that revealed them
They blew down the old gate. They did not expect it to return the favor.
Treacherous Seeming
Trap — Gambit
: Vanish each target assailant. It's controller creates that many denizen rootborn tokens with 0/0/1 and maintenance of called "Mischevious Stickling" in their courtyard.
"I once watched a company of riders from Moondale gallop unabated into the Oakseam. Twelve went in, fifteen returned." - Old Mayor Casia
Life From Dead Branches
Mysticism — Transmutation
When you play Life From Dead Branches, you may pitch up to two cards. Create a denizen rootborn token with 0/0/1 called "Stickling" plus two others for each card you pitched.
Mysticisms go to the void after being played
The Oakseam is filled with the bones of lost children who never knew they didn't return home.
Wasteful Spending
Mysticism — Curse
Until the start of your next turn, each enemy's maintenance costs an additional and each activation costs more.
Mysticisms go to the void after being played
"I don't care how much it costs. Make them disappear." - Old Mayor Casia
Traitorous Intent
Mysticism — Hex
Gain control of target denizen or belonging and move it to your courtyard.
Mysticisms go to the void after being played
The greatest creations have a soul. Every soul knows desire. And those with great desires can always be bribed.
Emerald Run
Resource — Woodland
Harvest
Deplete
Beneath the lush overgrowth and mossy stones lie trinkets lost but never found.
Trapper's Reach
Resource — Woodland
Harvest
Deplete
"These trees are lousy with fur hides and hearty wood, and people will pay good money for both." - Maris, Oakseam Trapper
Root Hollow
Resource — Cave
Harvest
Deplete
"Sticklings can be anywhere, and they can look just like you. Don't get lost. I don't want to have to cut you open just to be safe." - Zelnia Silverclasp
Dense Treeline
Resource — Woodland
Harvest or
Deplete
The trees of the Oakseam line up like soldiers to flank the road that runs between.
The Oakseam
Resource — Woodland
Harvest or steal from target enemy for every three bribe glyphs in play.
Deplete
"They say this forest split in two where Brother Grove and Sister Canopy fought over their first trinket. Ever since, the folk within the woods keep their distance from each other." - Quistyn of Oakseam.
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
Griftmaker
Denizen — Rootborn Trader
When you play Griftmaker, it may trespass.
If Griftmaker is housed in an enemy structure, that structure's maintenance costs more. If that structure's controller would harvest bounty outside of their harvest phase, you may steal it.
: Trespass
0
0
2
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
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
Keepsake Hollow
Structure — Encampment Trade
Stockpile 2 (Your capacity for bounty is increased by 2)
Control of Keepsake Hollow's occupants cannot change. Occupants have veiled.
"What's mine is mine, Maris. I keep it safe from covetous eyes. I could keep you safe if you'd like..." - Brother Grove
2
Occupants
0
0
2
False Step
Trap — Device
: Deal 2 damage to target assailant. It cannot assault on its next turn.
Traps go to the void at the end of the assault that revealed them
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.
Base Instincts
Mysticism — Transmutation
Vanish target denizen. Its controller creates a denizen beastkin token with 2/2/2 called "Wilderboar" in the same zone and structure as the vanished denizen.
"The hunter will be come the hunted. This predator will be made to pray." - Father Oak
Silvertongue
Mysticism — Hex
Until the start of your next turn, you may play cards from the middling and may spend as if it were any other kind of bounty to pay for them.
Target enemy vanishes two cards at random from their hand.
This mysticism cannot gain lingering or be copied.