Holdfast

HARVEST, BUILD, DEFEND

Login

x4

Moondale Steed

4

Denizen — Beastkin Skirmisher

Pairs with humans
When paired, both denizens gain homebound.
(Paired cards must assault and hold structures together. Cards can be paired/unpaired only once each turn. Denizens with homebound return to your courtyard or a structure of your choice immediately after they assault.)

1

1

2

x4

Moondale Knight

4

Denizen — Human Skirmisher

Pairs with beastkin
When paired, both denizens gain +1 to all stats.
(Paired cards must assault and hold structures together. Cards can be paired/unpaired only once each turn.)

The Knights of Moondale are said to be faster than the stormwinds when on horseback.

2

2

2

x2

Clutch Of Bloody Hissions

2

Denizen — Beastkin Skirmisher

Pairs with humans
When paired, both denizens gain bloodlust.
(Paired cards must assault and hold structures together. Cards can be paired/unpaired only once each turn. Denizens with bloodlust can assault again if they fell an enemy denizen during their first assault.)

3

1

1

x1

Griana, Wings Of Plenty

1

Denizen — Beastkin Warden

Pairs with all. Griana, Wings Of Plenty can pair with any number of denizens.
Harvest for each denizen paired with Griana, Wings Of Plenty.

"I am no knight. Knights ride their steeds. I am but her modest partner, and no saddle will touch her hide." - Mysiria, Spear of Windspoke

3

3

3

x1

Mysiria, Spear Of Windspoke

1

Denizen — Human Skirmisher

Pairs with all. Mysiria, Spear Of Windspoke can pair with any number of denizens.
When paired and armed, treat each paired denizen as being armed with the same gear.

Pride is death, but death is not the end.

4

4

4

x4

Gleamshear

4

Belonging — Gear Weapon

When Gleamshear's wielder fells a structure or denizen, that structure or denizen's owner pitches a mysticism.

Gleam takes many shapes and forms, but it always looks black as midnight with golden stars strewn around.

+2

x2

Cloak Of Winds

2

Belonging — Gear Garment

When Cloak Of Winds's wielder is felled, create a denizen spirit token with 0/3/1 and "This denizen cannot be armed" called "Windspeaker".

The ruinous remains of Windspoke will let its settlers die, but it will never let them pass on.

+1

+1

+1

x4

Haunt Of Windspoke

4

Structure — Ruin Domestic

Haunt Of Windspoke gains +1 morale for each occupant.

In daylight, the dead speak upon the winds. Under moonlight, spirits rise to show their true faces.

3

Occupants

0

1

1

x3

Moondale Ruins

3

Structure — Ruin Martial

: The next boon you play queues a copy. (A copy goes into the queue. When the boon is done being played, its copy is automatically played.)

"What ruins were these? We may never know. The maps never ran this far south. Perhaps they were always here, built by lonely spirits in need of companionship." - Thestos, Traveling Poet

2

Occupants

0

2

1

x2

Windspoke Spire

2

Structure — Ruin Scholastic

If Windspoke Spire is your only structure, you may play up to one "Haunt of Windspoke" for free from your rubble on your command phase.

4

Occupants

0

2

4

x4

Amber Timult

4

Mysticism — Boon

Until the start of your next turn, all denizens you control gain +2 morale and +2 fortitude. Harvest .
Mysticisms go to the void after being played

By famine or force, the Knights of Moondale have never known defeat.

x3

Hoarfrost

3

Mysticism — Boon

Pick a zone. Everything in that zone takes 2 damage. (Courtyards, perimeters, and the outland are all zones)

"I came upon Windspoke with Gethet at my side. He stayed behind while I rode out for civilization. I returned empty-handed to a cold, windy grave." - Janoia

x2

Oncoming Rains

2

Mysticism — Boon

Target four resources. Until the end of your next turn, they harvest one and more than they would and one , , and less than they would.
Mysticisms go to the void after being played

"Tears flooded my face, but the memories of my partner never drowned." - Janoia

x3

Grazing Hills

4

Resource — Hillscape

Harvest
Deplete

A generation ago, Janoia set out across these very fields and never returned.

x3

Sprawling Quarry

4

Resource — Valley

Harvest
Deplete

No matter how far they propspect, the miners of Moondale can find no gleam outside of Windspoke Ruin.

x3

Tame Coastline

3

Resource — Sea

Harvest
Deplete

Young Knights of Moondale learn to ride and fish along the western coast.

x2

Rolling Fields

2

Resource — Hillscape

Harvest or
Deplete

"Behind the broken church facade, there is a cave. A place from which voice but no light escapes. It ossifies more and more each day, hardening light and memory into an ore that dreams." - Mysiria to Young Jespin

x1

Heart Of Moondale

1

Resource — Valley

Harvest or create a denizen spirit token with 0/3/1 and "This denizen cannot be armed" called "Windspeaker".
Deplete

Grain grows lousy around the crumbling stones of the Windspoke Expanse. Deep beneath, the black gleamiron raise the visages of the long dead.

x1

Desperate Traveler

4

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

x1

Trusted Advisor

4

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

x2

Soldier Of Windspoke

2

Denizen — Human Warden

Pairs with beastkin
When paired, both denizens gain +2 strength.
(Paired cards must assault and hold structures together. Cards can be paired/unpaired only once each turn.)

Windspoke Ruin lies in the Heart of Moondale. Only its chosen may venture in.

2

2

3

x1

Mammoth Of The Cairns

1

Denizen — Beastkin Chamberlain

: Target up to three ruins. Connect them to your perimeter. If you do not have a perimeter, you may construct one from these targets. Move each denizen you control to your courtyard.

3

3

6

x1

Heirloom Blade

4

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

x2

Whisperstone

3

Belonging — Gear Keepsake

If a boon you control would affect Whisperstone's wielder, that boon gains lingering. (Mysticisims with lingering go to the middling after they are played instead of the void)
Offer this belonging: Return a boon you own from the middling to your hand.

+2

x1

Regeants Lockbox

2

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.

x3

Hillside Stables

4

Structure — Building Civic

At the end of each of your assaults, if Hillside Stables has vacancy you may immediately move up to that many assailants into this structure.

"On horseback, every field is a pitch and every challenge is but mere pageantry." - Thestos, Traveling Poet

3

Occupants

0

0

2

x1

Rugged Keep

3

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

x1

Faithbound Peerings

4

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.

x2

Font Of Hope

2

Mysticism — Boon

Denizens you control gain +2 temp strength and must assault this turn if able. When they do, they must assault as a single group.

"He speaks to me on the wind and listens from the gleam I hold. His words are my words, his strength my strength. What is dead is never gone." - Janoia