Holdfast

HARVEST, BUILD, DEFEND

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x3

Hungry Hatchling

4

Denizen — Wyrm Skirmisher

Whenever Hungry Hatchling assaults, it gains a stat glyph.

"You're a bottomless pit, you know that?" - Keandra, Bryman Noble

0

2

2

x3

Brutal Survivalist

4

Denizen — Giant Artisan

Offer a gear: Brutal Survivalist gains two stat glyphs.

"What use do I have for a tea kettle and cutting board if I can't make a fire?" - Thian, Bryman Expanse Survivalist

2

0

2

x3

Bryman Lambflayer

3

Denizen — Wyrm Skirmisher

Rush (This denizen may assault targets behind an enemy perimeter)
Bryman Lambflayer can only assault denizens with a lower strength.

Brymish wyrms prey on the weakest of prey. While some call them scavengers, they consider themselves wizened opportunists.

2

2

2

x2

Bryman Greatknight

2

Denizen — Giant Warden

Whenever Bryman Greatknight assaults or holds a structure, it gains a stat glyph.
: Channel (Pick something with a glyph and add another glyph of any kind it has)

1

3

3

x1

Miros Jawheft

1

Denizen — Giant Artisan

Offer a gear or fortification: Distribute two stat glyphs among denizens you control. If it was copy-count 2 or less, channel twice.
(To channel twice, pick up to two things with a glyph and add another glyph of any kind it has. You may pick the same thing twice.)

4

4

4

x2

Scaletip Halberd

4

Belonging — Gear Weapon

Offer this gear: Scaletip Halberd's wielder gains +3 temp strength and pick-off until the end of turn.
(Denizens with pick-off may assault housed denizens directly)

With special care, the scales of Brymish wyrms can be clipped and honed into a variety of shapes.

+3

x2

Molted Kiteshield

4

Belonging — Gear Off-hand

Molted Kiteshield's wielder gains shielded. (It takes no damage other than assault damage)

The Brymish wyrms lose their scales as their disease takes root, yet the scales remain hard as steel.

+2

x2

Quicksteel Armor

2

Belonging — Gear Armor

When this gear is donned, remove a stat glyph from its wielder.
Quicksteel Armor's wielder gains veiled. (It cannot be targeted by hexes, necromancies, or volurgies)

The alchemical product of quicksilver and lead, its toughness is not cut short by its miraculous flexibility.

+3

x4

Towering Rebuff

4

Structure — Obstacle Martial

When Towering Rebuff is armed with a fortification, it and other connected structures gain +1 fortitude.

"Brym is a sick and vulnerable mark to the world beyond. I would see it don its armor." - Miros Jawheft

2

Occupants

0

0

3

x3

Greenturn Outpost

3

Structure — Encampment Domestic

At the start of your command phase, put a stat glyph on each denizen occupant.

"There is nothing wrong with comfort. Survival and recuperation are not enemies." - Thian, Bryman Expanse Survivalist

2

Occupants

0

0

4

x2

Bryman Smithy

2

Structure — Building Industrial

Housed denizens have ": Reclaim target gear or fortification from your rubble".

The Green Wyrms taught the Giants of Brym how to heal. Miros Jawheft taught the Green Wyrms how to survive.

2

Occupants

0

0

2

x3

Murder Holes

4

Fortification — Bulwark

When Murder Holes's structure is assaulted, deal 1 damage for each occupant split across any number of assailants.

"Sometimes a gap in the armor is a good thing." - Urell the Halfscaled

x3

Boiling Vats

3

Fortification — Utility

Boiling Vats's structure gains hospitality. (Occupants of that structure have no maintenance cost)
, offer this fortification: Deal 2 damage split among targets in range.

"Pitch, quicksteel, or last night's chowder - I don't care! Toss it over." - Thian, Bryman Expanse Survivalist

+2

x2

Showers Of Mirrorflame

2

Mysticism — Divination

Reveal up to three cards from your hand. For each card revealed, target enemy reveals two from their hand.
Mysticisms go to the void after being played

"When Brym was founded, the Green Wyrms taught us the secrets of quicksteel. Not just rigidity or flexibility, but polish so fine it reflects outwards and in." - Phorus, Alchemist Apprentice

x1

The Bladed Serpent

1

Mysticism — Conjuring

Prepare for . Becomes a denizen.
When you play The Bladed Serpent, offer any number of fortifications or gear. Put that many stat glyphs on The Bladed Serpent.
At the start of your command phase, channel twice.
Obliterate two fortifications from your rubble: Restore The Bladed Serpent and put two stat glyphs on it.

2

2

2

x3

Grazing Fields

4

Resource — Flatland

Harvest
Deplete

Over two centuries ago, it was a dead land where only bones and dust grew. But the Green Wyrms found common cause with the lepperous Giants and soon the town of Brym was founded.

x3

Thunderflats

4

Resource — Flatland

Harvest
Deplete

Lightning mills are scattered across the Bryman Expanse, guiding thunderbolts to strike reseviors of dirt and sand to form marble glass.

x3

Petrified Forest

3

Resource — Woodland

Harvest
Deplete

The wyrms and giants of Brym are not the sum total of the afflicted. Through centuries long passed, the woods bordering the Expanse have gone calcific and brittle.

x2

Wilderdowns

2

Resource — Hillscape

Harvest or
Deplete

Brym has no great walls. The Expanse blends seemlessly into the landmarks of the town, and the beasts of the hills and the flatlands are accustomed to walking through Serpent Avenue

x1

The Bryman Expanse

1

Resource — Flatland

Harvest or reclaim a gear or fortification with copy-count 3 or greater from your rubble.
Deplete

"Distance is our ally. All may find refuge here, and before they arrive we give them a good, long look." - Urell the Halfscaled

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

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

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.

x1

Trove Of Quicksteel

1

Belonging — Consumable

Each fortification you play costs less.
This consumables effect applies only six times. On the sixth, obliterate it.

"We make them in pots and store them underground where it's nice and cool. Prayers be Horaan we never run out." - Phorus, Alchemist Apprentice

6

Uses

x2

Stalwart Keep

3

Structure — Building Scholastic

When Stalwart Keep is armed with a fortification, it gains shielded. (It takes no damage other than assault damage)

"We patch lost scales and blackened skin with quicksteel, and grow stronger from its application. I would see Brym hardened all the same." - Miros Jawheft

3

Occupants

0

0

4

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

x2

Scaletip Scattershot

2

Fortification — Armament

: Deal 4 damage split at random between tangibles in range that you do not control. (Pick a random target for each 1 damage until you have dealt 4 damage)

The folk of Brym are nothing if not resourceful.

+2

x3

Bladewing

4

Mysticism — Conjuring

Prepare for . Becomes a denizen.
When you play Bladewing, offer up to two gear and/or fortifications. Put that many stat glyphs on Bladewing.
When you prepare a conjuring, it goes to the middling face-down. Play it during your command phase for its cost. When it leaves the field, it goes to the void unless it has lingering.

2

2

2

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

Perseverence

2

Mysticism — Ward

Prepare for
The next time a structure you control would fall, it does not.
When you prepare a ward, it goes to the middling face-down. You may play it when its conditions are met.