Holdfast

HARVEST, BUILD, DEFEND

Traveling Merchant

4

Denizen — Rootborn Merchant

Three of any one bounty: Gain five of any one bounty.

1

0

1

x4

Clay Golem

4

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

x2

Xolish Dreamspeaker

2

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

1

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

4

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

2

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

2

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

1

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

x4

Walls Of Bone

4

Structure — Wall

: Reanimate (Place Walls Of Bone onto the field from the rubble)

2

Occupants

0

0

5

x2

Flame-hardened Tower

2

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

4

Mysticism — Hex

Oust all denizens with morale 3 or less from target enemy structure.


Mysticisms go to the void after they are played

Unwind

4

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

4

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

3

Mysticism — Hex

Enthrall target unhoused denizen. (Gain control of it and relocate it to your courtyard.)

Troubling Disappearance

3

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

3

Mysticism — Arcana

Target enemy obliterates a card from their hand at random.

x2

Schrive Clean

3

Mysticism — Arcana

Each player pitches 3 cards.



Mysticisms go to the void after they are played

x2

Fires Of Xol

3

Mysticism — Volurgy

Deal 2 damage divided as you choose between any targets.


Mysticisms go to the void after they are played

Seal Of Life

3

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

3

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

3

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

2

Mysticism — Boon

Denizens you control have no maintenance cost next turn.


Mysticisms go to the void after they are played

Make Impossible

2

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

2

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

2

Mysticism — Volurgy

Deal 7 damage divided as you choose between any targets.

Blood To Iron

2

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

2

Mysticism — Alchemy

Convert any number of into . If you played this from the middling, gain .

Gears To Blood

2

Mysticism — Alchemy

Convert any number of into . If you played this from the middling, gain .

x2

Xolish Masquerade

2

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.

x2

Xolish Immitations

2

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.

x2

Xolish Mimicery

2

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

1

Mysticism — Volurgy

Each player crushes two tangibles they control at random.

x3

Deep-Red Crevasse

4

Resource — Mountain Basalt

Harvest
Deplete

x4

Piney Strand

4

Resource — Timber Pine

Harvest
Deplete

x4

Valley Lake

4

Resource — Waterway Lake

Harvest
Deplete

x2

Underground River

4

Resource — Cave River

Harvest
Deplete

x2

Shielded Lake

3

Resource — Waterway Lake

Harvest
Deplete

x3

Hidden Grotto

3

Resource — Cave Lake

Harvest
Deplete

Starlight Cave

1

Resource — Cave Clay

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