Holdfast

HARVEST, BUILD, DEFEND

x3

Hungry Hatchling

4

Denizen — Wyrm Warrior

At the start of your turn, put a fortitude glyph on Hungry Hatchling.

2

3

1

x2

Greatknight Smith

4

Denizen — Wyrm Artisan

: Reclaim a gear from your rubble.
: Reclaim a belonging from your rubble.
(Pick a gear or belonging out of your rubble and add it to your hand)

2

2

2

x2

Bryman Lambflayer

4

Denizen — Wyrm Warden

Outflank (Bryman Lambflayer must be assaulted by two or more denizens)

3

3

3

x2

Unwavering Greatknight

4

Denizen — Giant Warden

Headstrong (Unwavering Greatknight is not ousted during the falter step. It deals damage to assailants during falter calculation.)

4

4

3

x2

Brutal Survivalist

3

Denizen — Giant Merchant

Each denizen with a fortitude glyph costs less to maintain.

1

2

1

x2

Bryman Noble

3

Denizen — Giant Chamberlain

When Bryman Noble assaults or is assaulted, put up to one fortitude glyph on target denizen you control and then channel.
(Pick a kind of glyph on you or something you control. You or anything with that kind of glyph gain an additional glyph of that kind.)

3

3

3

x2

Stonetosser

2

Denizen — Giant Laborer

: Crush target fortification attached to a structure in the outland or on an enemy perimeter.

2

2

2

Miros Jawheft

1

Denizen — Wyrm Laborer

, obliterate a fortification or belonging from your rubble: Target a denizen in the outland or a structure in the outland or on a perimeter. Deal X+2 damage to that target where X is the obliterated card's cost.

4

5

5

x3

Thirsty Steeltip

4

Belonging — Gear Weapon

Whenever armed denizen damages an enemy denizen, remove all glyphs from the enemy denizen. You may channel.

+4

Unsprung Blades

3

Belonging — Gear Tool

Whenever armed denizen assaults a structure, traps housed in that structure cannot be activated.

+1

x2

Greatknight's Hammer

3

Belonging — Gear Tool

Armed denizen has ": Play target fortification from your rubble and attach it to the structure this denizen occupies".

+3

Trove Of Quicksteel

2

Belonging — Treasure

Fortifications you play cost less.

1

x3

Towering Rebuff

4

Structure — Wall

When Towering Rebuff is armed with a fortification, it and other connected structures gain +2 fortitude.

2

Occupants

0

0

5

x2

Gatewall

4

Structure — Wall

: Station 1. Target denizen must be stationed here. (Move a denizen you control to this structure.)

3

Occupants

0

0

5

x3

Bryman Outpost

3

Structure — Encampment

Enemy denizens cannot assault your perimeter if Bryman Outpost is in the outland.
If Bryman Outpost has three or more occupants, it gains veiled. If each of those occupants has a fortitude glyph, it gains miracle as well. (Cards with veiled cannot be targeted by curses, hexes, or necromancies. Cards with miracle have "the first time this card would fall each turn it does not".)

3

Occupants

0

0

5

x2

Greatknight Hatchery

3

Structure — Keep

: Put a fortitude glyph on target occupying denizen, then channel.

4

Occupants

0

0

6

Bryman Smithy

2

Structure — Building

, pitch a fortification or gear: Play a fortification or gear from your rubble for free. You may arm a suitable target with it.

2

Occupants

0

0

4

Greatknight Lodge

1

Structure — Lodge

Greatknight Lodge can only be occupied by armed denizens.
Each occupant gains +2 morale and headstrong.
Belongings occupying Greatknight Lodge or armed to an occupant cannot be targeted by enemy effects.
: You may play Greatknight Lodge from the rubble if you control at least two armed denizens. When you do, move them to Greatknight Lodge.

4

Occupants

0

0

7

x3

Boiling Vats

4

Fortification —

, offer Boiling Vats: Deal 4 damage divided as you choose to any targets in the outland.

+2

+1

x2

Roof Hatchets

4

Fortification —

When armed structure is assaulted, it gains +1 temp morale. This stacks. (An effect that stacks may apply each time it triggers.)

+3

+1

x2

Murder Holes

3

Fortification —

When armed structure falls, it deals 4 damage to target assailant.

+4

+1

Hidden Catapults

3

Fortification —

Armed structure's maintenance is increased by .

+5

+1

Crystal Orb

2

Fortification —

: Target a structure in the outland or on a perimeter. Reveal all face-down occupants of that structure. (Revealed cards are turned face-up)

+3

+3

x2

Showers Of Mirrorflame

3

Mysticism — Divination

Choose up to six cards from target enemy's hand and/or that are face-down on target enemy's field. Target enemy reveals those cards. You reveal half as many cards from your hand or that are face-down on the field, rounded up.

Mysticisms go to the void after they are played

The Bladed Serpent

Offer a structure

1

Mysticism — Conjuring

Prepare
When you play The Bladed Serpent, offer any number of gear and fortifications you control and put a stat glyph on it for each card offered. (Stat glyphs add +1 to each stat.)
Demolish X where X is the number of stat glyphs on The Bladed Serpent.
If The Bladed Serpent would fall, unmake it instead. (Return it to its owner's hand)

3

3

3

x3

Malleable Rockface

4

Resource — Mountain Tin

Harvest
Deplete

x3

Amber Sproutlands

4

Resource — Flatlands Wheat

Harvest
Deplete

x3

Buckrange

4

Resource — Flatlands Bushmeat

Harvest
Deplete

x3

Bleeding Valley

3

Resource — Valley Iron

Harvest
Deplete

x2

Wildgrown Hillside

3

Resource — Hillscape Rye

Harvest
Deplete

x2

Poaching Lake

3

Resource — Waterway Lake

Harvest
Deplete

Bryman Gorge

1

Resource — Valley Iron

Harvest
Deplete
If an enemy plays a conjuring you own from the middling, it enters with no abilities and returns to the middling at the end of their turn.