Holdfast

HARVEST, BUILD, DEFEND

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x3

Ditch Digger

4

Denizen — Sorcerer Laborer

When Ditch Digger is felled, create a denizen monstrosity token with 0/2/2 called "Mudsoul" and gain a blood glyph.

"I know it can't be human, but I've never seen what's under that hood. And truth be told, I don't want to find out." - Quistyn of Oakseam

2

0

2

x3

Bloodstink

3

Denizen — Monstrosity Laborer

Remove two blood glyphs: Restore Bloodstink.

"To know the sorcerous arts truly, you must make your way to the town of Mistcall. There, you shall find sage wisdom for a price anyone can afford." - Olamir the Astronomer

1

0

1

x2

Mistcall Seer

2

Denizen — Sorcerer Practicioner

Empowered (This denizen has +X strength where X is the number of mysticisms in the middling)
You may play cards from the middling on the same turn you prepare them.
Whenever a denizen you control is felled, gain a blood glyph.

I am one with boundless possibility.

0

0

3

x1

Sanguine Tome

3

Belonging — Treasure

Whenever you play a hex, gain a blood glyph.
The first hex you play each turn without lingering gains lingering. You may play it from the middling this turn. (Mysticisims with lingering go to the middling after they are played instead of the void)

3

x4

Old Stone Wall

4

Structure — Obstacle Martial

When Old Stone Wall is felled, it deals 3 damage to target assailant.

Deep in the forest on the night of Sungajin's Storm, hooded figures made a blood sacrifice. Those poor, lost souls from Oakseam paid dearly for the fall of Calendetta.

2

Occupants

0

0

2

x3

Muddy Ditch

3

Structure — Obstacle Natural

Pitch: Harvest .

No matter how deep the gravesite, it becomes a soup of mud and flesh in the rain.

1

Occupants

0

0

2

x2

Mistcall Hollow

2

Structure — Obstacle Natural

When Mistcall Hollow is assaulted, unmake target assailant with the lowest morale.

The site of Sungajin's blood sacrifice can still be seen today, if one knows where to look.

2

Occupants

0

0

3

x1

Mistcall Inn

1

Structure — Building Trade

At full occupancy, Mistcall Inn gains "Harvest " and has no maintenance.

"The prison was full and our dear mayor had to make due. He sold the overflow like some common slaver to a porter from Calendetta. It's said they were buried with their eyes still open." - Quistyn of Oakseam

3

Occupants

0

0

4

x4

Paralysis

4

Mysticism — Hex

Target denizen cannot act until the start of it's next turn.
Mysticisms go to the void after being played

When the storms subside, the mist rolls in and the stars shine brightly above. Some say they're the old gods of Great Kandos long forgotten. Others say it's the thousand eyes of Mistcall watching over the townsfolk.

x4

Sleepless Dreams

4

Mysticism — Hex

Target enemy pitches one card.
Mysticisms go to the void after being played

Many newcommers to Mistcall experience long bouts of insomnia. Seasoned residents tend to suggest bloodletting to abade this sickness.

x3

Stone Sage

3

Mysticism — Conjuring

Prepare for . Becomes a denizen
Stone Sage gains +2 to all stats if you have three or more blood glyphs.
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

x2

Murder Of Crows

2

Mysticism — Conjuring

Prepare for . Becomes a denizen
Murder Of Crows gains +1 to all stats for each blood glyph.
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.

1

1

1

x2

Things Begin To Rot

2

Mysticism — Curse

Until the start of your next turn, target enemy's maintenance is increased by .
Mysticisms go to the void after being played

Blood seeps into the soil and chokes the life out of stone and crop alike. The rivers run red and currency grows tarnished. Wood snaps and iron bends and all the world is misery.

x1

Old Masters Of Mistcall

1

Mysticism — Conjuring

Prepare for . Becomes a denizen
All mysticisms have lingering. Whenever you play a hex or conjuring, gain a blood glyph.
, remove a blood glyph: You may play cards from the middling this turn.

Arcane knowledge given flesh and form. A history of rules from centuries long forgotten.

1

2

1

x1

The Fivethousandeyes

1

Mysticism — Conjuring

Prepare for . Becomes a denizen
: Unmake target structure in range.
: Unmake target denizen in range.
At the end of your turn, all enemies pitch a card for every three blood glyphs in play.

5

5

5

x3

Stormy Waters

4

Resource — Sea

Harvest
Deplete

Calendetta was a harbor port with ringing bells and favorable skies. Mistcall feeds on the dregs of its sunken ships under a tumultuous, storm-strewn sky.

x3

Boney Thicket

4

Resource — Woodland

Harvest
Deplete

The trees opposite the coast lost their color when the bloodletting began. Now their white, barkless trunks stand like skeletal fingers reaching up to an indiferent cloudscape.

x3

Pearl-Strewn Cove

3

Resource — Cave

Harvest
Deplete

Travelers come to Mistcall to discover mystical secrets, delve for sunken treasures, and farm pearls to sell abroad.

x2

Sailor's Passage

2

Resource — Sea

Harvest or
Deplete

A narrow channel separates tangled mess of shipwrecks within the Mistcall Bay from its broad and muddy coast. It is the only way into town and back out to again to the Green Sea.

x1

Mistcall Bay

1

Resource — Sea

Harvest or return a mysticism you own with copy-count 3 or greater from the middling to your hand.
Deplete

Mistcall was once the port city, Calendetta, with a lighthouse that shone like the sun across the Green Sea.

x3

Candleflicker

4

Denizen — Monstrosity Artisan

If an enemy played a mysticism since your last turn, gain a blood glyph.
Offer this denizen: You may play target mysticism in the middling.

There was once a great lighthouse on the edge of Mistcall Bay, and its fires would blanket the town in light. Now only lightning, lanterns, and candlesticks remain.

0

0

1

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

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

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

Suspect Vanishing

3

Mysticism — Hex

Vanish target denizen not in a courtyard.

"I don't think of you at all. Soon, no one else will." - Wylla Tesh to Logalon of Oakseam

x2

Steep In Possibility

2

Mysticism — Arcana

You may play mysticisms from the middling this turn. Mysticisims you play gain lingering. (Mysticisims with lingering go to the middling after they are played instead of the void)

x2

Living Nightmares

2

Mysticism — Hex

Target enemy pitches a card. If that enemy lost a structure or denizen since last turn, they pitch an additional card.
Mysticisms go to the void after being played

Before the Mistcall Lighthouse fell into the bay, residents slept peacefully. Now their dreams are plagued with onlookers' stares.

x1

Mistcall Tower

1

Mysticism — Conjuring

Prepare for . Becomes a structure.
While Mistcall Tower is at full occupancy, mysticisms you play gain lingering and cost less.
You may play up to two mysticisms from the middling each turn. This effect stacks.
At the start of your turn, vanish Mistcall Tower.

1

Occupants

3

3

4