Holdfast

HARVEST, BUILD, DEFEND

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x4

Kilnwalker

4

Denizen — Rootborn Artisan

Pitch a mysticism: Deal 3 damage to target in range.

It knows it once had memories, but it cannot recall of what.

2

1

1

x1

Bleedstone Clay

2

Belonging — Treasure

All your denizen symcrafts have ": Deal X damage to target in range where X is the number of Bleedstone Clay, Mercymite Clay, and Xolish Sand you control".

"A clump of blood, to give them life." - Unknown

x1

Mercymite Clay

2

Belonging — Treasure

All your denizen symcrafts have protection X where X is the number of Bleedstone Clay, Mercymite Clay, and Xolish Sand you control. (Cards with protection X ignore the first X damage they take each turn)

"A tranche of mercy, to gift them souls." - Unknown

x1

Xolish Sand

1

Belonging — Treasure

All your denizen symcrafts activation costs can be paid by that many instead.

"A dash of Xol, to hone their form." - Unknown

x1

Trinir Bangle

1

Belonging — Treasure

Your mysticisms have lingering. (Mysticisims with lingering go to the middling after they are played instead of the void)
At the start of each command phase, choose "denizen" or "structure". At the end of each command phase, if you played three or more mysticisms you cannot lose for having no cards of the kind you chose.
At the end of each command phase, if you played one or fewer mysticisms offer Trinir Bangle.

x4

Sturdy Wall

4

Structure — Obstacle Martial

Shielded (This structure takes no damage other than assault damage)

"Was there ever an empire along Mistcall Bay, or was it just falsehoods spun by these cave-dwellers?" - Iona Dasa Nith

2

Occupants

0

0

4

x4

Xolish Masquerade

4

Mysticism — Symcraft

Create a token that's a copy of target denizen with copy-count greater than 1 except it is a denizen symcraft.
Mysticisms go to the void after being played

Identity is a lie we tell ouselves.

x4

Xolish Immitations

4

Mysticism — Symcraft

Create a token that's a copy of target structure with copy-count greater than 1 except it is a structure symcraft.
Mysticisms go to the void after being played

Creation is a myth in service to time.

x3

Xolish Mimicry

4

Mysticism — Symcraft

Queue a copy of the last mysticism played.

Origin is fallacy. All things have always been.

x3

Fires Of Xol

3

Mysticism — Volurgy

Deal 3 damage split across one or more targets.
Mysticisms go to the void after being played

She communed with the muddy waters in her rough-spun bowl, and from that connection came white hot flame.

x2

Spellpage

3

Mysticism — Arcana

Target a mysticism in the middling. Until the end of turn, you may play it for less.

Her life, knowledge, and ambitions amounted to half a page of ink behind leather, lock, and key.

x2

Myriada

2

Mysticism — Symcraft

Until your next turn, whenever a copy is made or queued an additional copy is queued as well.

Stasis and change are fundamentally the same when you've read ahead in the book of histories.

x2

Pillerflame

2

Mysticism — Volurgy

Pick a stack on the field. Deal 5 damage split across one or more targets in that stack.

From the shoreline he could see the ship meant to take him to the other side. He saw how it glowed on the night's murky-black tides, alight with missed opportunity. He saw how an arrow of flame from the heavens struck its hull and how its crew burned alive on Miscall Bay.

x2

Xolish Seeming

2

Mysticism — Symcraft

Vanish any target. Create a token that is a copy of that target.
Mysticisms go to the void after being played

x1

Blossomstar

1

Mysticism — Symcraft

Target exactly five denizens, structures, or belongings on the field. Create a token for each that is a copy of it.
This mysticism cannot gain lingering or be copied.

The Blossomstar's light fuels the arcane potential embedded in reality.

x1

Renderstar

1

Mysticism — Volurgy

Offer exactly five structures, denizens, and/or belongings you control. Deal 15 damage split across any number of targets.

The Renderstar beckons all possibility to its eventual closure.

x3

Moonlit Coast

4

Resource — Sea

Harvest
Deplete

On calm nights where the wind is still, one can see their reflection along the shore. If one listens closely, they can even hear it speak truths they're too afraid to acknowledge themselves.

x3

Muddy Hills

4

Resource — Hillscape

Harvest
Deplete

"Is Xol a place? A person? A philosphy? Perhaps to know we must risk an uncertain communion." - Iona Dasa Nith

x3

Isolated Grotto

3

Resource — Cave

Harvest
Deplete

Deep below there is nothing but the sound of swells and waves. From that peace comes visions of Xol's bleedstone towers and pillars of flame.

x2

Tidal Cove

2

Resource — Cave

Harvest or
Deplete

No settlement here lasts longer than a generation. By invasion or treason or natures concurrence, each falls while its bones are pulled apart by the tides.

x1

Twilight Cave

1

Resource — Cave

Harvest or give the next mysticism you play lingering. (Mysticisims with lingering go to the middling after they are played instead of the void)
Deplete

Along Mistcall Bay there is a cave from which light shines. Along its walls are markings from settlers long past.

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

Twin Starlights

2

Denizen — Sorcerer Artisan

If you control exactly two "Twin Starlights", both gain ": Reveal a mysticism from your hand and queue a copy of it, then vanish that mysticism" and ": Return a mysticism you own from the middling to your hand".

"The Blossomstar is the Renderstar." - Olamir the Astronomer

2

2

2

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

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

x3

Xolish Desires

4

Mysticism — Symcraft

Create a token that's a copy of target belonging with copy-count greater than 1 except it is a belonging symcraft.

Beauty is separation. Appearance, a slave to the real.

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

Reimagined Form

3

Mysticism — Transmutation

Target copy you control becomes a copy of another target enemy card of the same type.

"You are wrong. Yet, you can be made right." - Xol

x2

Namelessness

2

Mysticism — Hex

Vanish target denizen and any card in its controller's hand that shares its name.

"The last time your true name is spoken. That is when you die." - Xol

x1

Commune With Xol

1

Mysticism — Volargy

Obliterate exactly five target copies you control and five target cards you own in the middling. For each target obliterated, create either a structure building token with 2/2/2 called "Xolish Towerscape" or a denizen sorcerer token with 2/2/2 called "Aged Flamestoker". You may construct a perimeter.
Deal 20 damage split across any number of targets.