Traveling Merchant

Denizen — Rootborn Merchant
Three of any one bounty: Gain five of any one bounty.
1
0
1
Clay Golem

Denizen — Rootborn Laborer
: Reanimate (Place Clay Golem onto the field from the rubble)
Clay Golem gains +2 to all stats if you own three or more mysticisms in the middling, and an additional +2 to all stats if you own six or more mysticisms in the middling.
3
3
3
Xolish Dreamspeaker

Denizen — Sorcerer Artisan
: Reanimate (Place Xolish Dreamspeaker onto the field from the rubble)
When Xolish Dreamspeaker is reanimated, you may play target structure from any rubble or the middling this turn.
0
2
2
Halgabrath, Speaker For Xol

Denizen — Sorcerer Practitioner
You do not lose the game for having no structures at the end of your command phase. Your bounty capacity is reduced by 8.
: The next time you play a mysticism, queue a copy.
5
5
5
Deepening Lockbox

Belonging — Treasure
Stockpile 4 (Your capacity for stored bounty is increased by 4. When Deepening Lockbox leaves the field, you do not lose the overage in bounty.)
4
Crown Of Lost Insight

Belonging — Treasure
Whenever you reanimate or reclaim a card from your rubble, if it is an even copy-count target enemy pitches a card.
1
Cloak Of Immitation

Belonging — Treasure
Whenever you queue a copy of a mysticism, you may queue an additional copy. (Queued effects occur one at a time in succession until none are remaining.)
1
Mantle Of Xol

Belonging — Treasure
At the start of your command phase, create a copy of target denizen symcraft on the field.
Whenever you play or queue a symcraft, queue an additional copy plus another additional copy for every three mysticisms in the middling.
3
Walls Of Bone

Structure — Wall
: Reanimate (Place Walls Of Bone onto the field from the rubble)
2
Occupants
0
0
5
Flame-hardened Tower

Structure — Building
Mysticisms you play have linger.
All players' total maintenance is reduced by for every three mysticisms in the middling.
3
Occupants
0
0
6
Fear Of Death

Mysticism — Hex
Oust all denizens with morale 3 or less from target enemy structure.
Mysticisms go to the void after they are played
Unwind

Mysticism — Hex
Unmake any tangible with copy-count 4. (Return it to its owner's hand)
Until the start of your next turn, that card cannot be played.
Sacrifice

Mysticism — Arcana
Target enemy obliterates a card from their hand with copy-count 4. (They choose a card from their hand and put it directly into the void)
Enticement

Mysticism — Hex
Enthrall target unhoused denizen. (Gain control of it and relocate it to your courtyard.)
Troubling Disappearance

Mysticism — Hex
Unmake any tangible with copy-count 2 or greater. (Return it to it's owner's hand)
Until the start of your next turn, that card cannot be played.
Foregone Conclusion

Mysticism — Arcana
Target enemy obliterates a card from their hand at random.
Schrive Clean

Mysticism — Arcana
Each player pitches 3 cards.
Mysticisms go to the void after they are played
Fires Of Xol

Mysticism — Volurgy
Deal 2 damage divided as you choose between any targets.
Mysticisms go to the void after they are played
Seal Of Life

Mysticism — Ward
Prepare (Pay this to put Seal Of Life in the middling. You may play it on a later turn from the middling as long as it was prepared earlier this game.)
The next denizen you control that would be crushed, vanished, or obliterated is not. When this effect triggers, obliterate Seal Of Life.
This effect queues.
Seal Of Strength

Mysticism — Ward
Prepare (Pay this to put Seal Of Strength in the middling. You may play it on a later turn from the middling as long as it was prepared earlier this game.)
The next structure you control that would take damage does not. When this effect triggers, obliterate Seal Of Strength.
This effect queues.
Seal Of Importance

Mysticism — Ward
Prepare (Pay this to put Seal Of Importance in the middling. You may play it on a later turn from the middling as long as it was prepared earlier this game.)
The next tangible you control that would go to the rubble does not. When this effect triggers, obliterate Seal Of Importance.
This effect queues.
Feasting Rites

Mysticism — Boon
Denizens you control have no maintenance cost next turn.
Mysticisms go to the void after they are played
Make Impossible

Mysticism — Arcana
Target enemy obliterates a card from their hand with copy-count 1.
Mysticisms go to the void after they are played
Stoke Appetites

Mysticism — Curse
Until the start of your next turn, tangibles cost more to play and their maintenance costs more each. (Denizens, structures, fortifications, belongings, and traps are tangibles.)
Firestorms Of Xol

Mysticism — Volurgy
Deal 7 damage divided as you choose between any targets.
Blood To Iron

Mysticism — Alchemy
Convert any number of into . If you played this from the middling, gain .
Mysticisms go to the void after they are played
Iron To Gears

Mysticism — Alchemy
Convert any number of into . If you played this from the middling, gain .
Gears To Blood

Mysticism — Alchemy
Convert any number of into . If you played this from the middling, gain .
Xolish Masquerade

Mysticism — Symcraft
Becomes a denizen when played.
When you play Xolish Masquerade, it enters onto the field as a copy of target unhoused denizen you do not control. If target denizen is copy-count 2 or less, put two strength glyphs on Xolish Masquerade. If target denizen js copy-count 3 or greater, cush that denizen.
Xolish Immitations

Mysticism — Symcraft
Becomes a structure when played.
When you play Xolish Immitations, it enters onto the field as a copy of target structure you do not control. If target structure is copy-count 2 or less, Xolish Immitations gains protection 2. If target structure is copy-count 3 or greater, crush that structure.
Xolish Mimicery

Mysticism — Symcraft
When you play Xolish Mimicery, it becomes a copy of target mysticisim you do not own in the middling or any rubble. If that mysticism is copy-count 3 or less, queue a copy of it.
Mysticisms go to the void after they are played
Meteors Of Xol
Offer a tangible

Mysticism — Volurgy
Each player crushes two tangibles they control at random.
Deep-Red Crevasse

Resource — Mountain Basalt
Harvest
Deplete
Piney Strand

Resource — Timber Pine
Harvest
Deplete
Valley Lake

Resource — Waterway Lake
Harvest
Deplete
Underground River

Resource — Cave River
Harvest
Deplete
Shielded Lake

Resource — Waterway Lake
Harvest
Deplete
Hidden Grotto

Resource — Cave Lake
Harvest
Deplete
Starlight Cave

Resource — Cave Clay
Harvest
Deplete
Whenever you queue a copy, you may return a mysticism from your rubble or the middling to your hand.