Holdfast

HARVEST, BUILD, DEFEND

Traveling Merchant

4

Denizen — Rootborn Merchant

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

1

0

1

x2

Bloodstink

4

Denizen — Sorcerer Laborer

Whenever you play a hex, curse, or necromancy, you gain a blood glyph.
(Glyphs are not cards but they can be put on cards and players. They exist solely to interact with certain effects.)

1

1

1

x2

Mistcall Seer

4

Denizen — Sorcerer Practitioner

You can play mysticisms on the same turn that you prepare them. (Normally, you must wait until your following turn.)

0

2

1

x2

Runed Spiritcaller

3

Denizen — Sorcerer Practitioner

Empowered (Runed Spiritcaller gains +1 strength and morale for each mysticism in the middling)

2

2

2

x2

Runed Servant

3

Denizen — Monstrosity Laborer

: Reclaim a treasure, curse, or hex from your rubble with copy-count greater than 4 minus the number of blood glyphs you have.

2

2

2

x2

Candleflicker

3

Denizen — Monstrosity Artisan

Mysticisms cost less to prepare. (To prepare a mysticism, pay its prepare cost and place it in the middling. You may play it from the middling on your following turn.)

2

3

2

x2

Mistcall Spirit

3

Denizen — Monstrosity Warden

Empowered (Mistcall Spirit gains +1 strength and morale for each mysticism in the middling)
Mysticisms you play have linger. (When you play them, they go to the middling instead of the void)

3

3

2

x2

Runed Gibbergasp

2

Denizen — Monstrosity Practitioner

Remove two blood glyphs: You may play mysticisms from the middling this turn.
Remove four blood glyphs: Play your next mysticism for free.

2

3

2

x2

Incense Of The Full Moon

4

Belonging — Consumable Pyrolitic

Mysticisms you play have linger.
: You may play target mysticism from the middling this turn.
(Incense Of The Full Moon has three uses. The third time you use one of its abilities, crush it.)

3

Uses

1

Hagstaff

4

Belonging — Gear Staff

Armed denizen has empowered. (It gains +1 strength and morale for each card in the middling)

+1

+1

+1

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

x2

Muddy Ditch

4

Structure — Wall

Pitch to gain . (Put this card directly into your rubble from your hand)

2

Occupants

0

0

3

x2

Unkempt Bookstore

4

Structure — Market

Mysticisms in your hand have "Pitch to gain ".
: Reclaim a mysticism from your rubble.

3

Occupants

0

0

3

x3

Old Stone Wall

4

Structure — Wall

When Old Stone Wall falls, if it was assaulted it deals 3 damage to target assailant.

2

Occupants

0

0

4

x2

Mistcall Stables

4

Structure — Building

: Target denizen you control gains temporary rush and pick-off. Gain a blood glyph.
(Temporary gains go away at the end of your turn. Cards with rush may assault targets behind an enemy perimeter. Cards with pick-off may assault housed targets.)

2

Occupants

0

0

4

x2

Haunted Graveyard

4

Structure — Commons

Conjurings you control are sent to the middling when they are felled. (They normally go to the void)
: You may play target denizen, belonging, or structure from the rubble this turn. Gain a blood glyph.

3

Occupants

2

0

3

Mistcall Tower

3

Structure — Tower

Occupants have act twice. (They may take two actions this turn. Relocating, assaulting, and using abilities are all actions.)
Whenever you play a hex, gain a blood glyph.

3

Occupants

0

0

5

Msitcall Inn

2

Structure — Building

Hospitality (Occupants have no maintenance cost)
If Msitcall Inn is occupied by 3 or more denizens, harvest .

4

Occupants

0

0

4

x2

Suspect Vanishing

4

Mysticism — Hex

Vanish target denizen. (Send target denizen to the middling)


Mysticisms go to the void after they are played

Nightmare

4

Mysticism — Hex

Target enemy pitches a card at random from their hand. (Crushed cards are placed in their owner's rubble)


Mysticisms go to the void after they are played

Paralysis

4

Mysticism — Hex

Target denizen cannot act until the start of your next turn. (It cannot move, assault, or use any abilities)


Mysticisms go to the void after they are played

x2

Things Begin To Rot

3

Mysticism — Curse

Until the start of your next turn, all players' maintenance totals are increased by .


Mysticisms go to the void after they are played

x2

Murder Of Crows

3

Mysticism — Conjuring

Prepare (Pay this to put Murder Of Crows in the middling. You may play it on a later turn from the middling as long as it was prepared earlier this game.)
Becomes a denizen when played.
Murder Of Crows gains +1 to all stats for each blood glyph you have.
When Murder Of Crows leaves the field, remove half your blood glyphs, rounded up, from the game.

1

1

1

Woe

2

Mysticism — Hex

Crush five target denizens in the outlands. (Crushed cards are sent to their owner's rubble pile. This card must be able to target five denizens, and your own denizens are not excluded from this.)

Inclement Rains

2

Mysticism — Curse

Until the end of your next turn, resources harvest no .


Mysticisms go to the void after they are played

Wild Beasts Begin To Roam

2

Mysticism — Curse

Until the end of your next turn, resources harvest no .


Mysticisms go to the void after they are played

x2

Mistcall Guardian

2

Mysticism — Conjuring

Prepare
Becomes a denizen when played.
While you have at least 3 blood glyphs, Mistcall Guardian gains +2 to all stats. While you have at least 5 blood glyphs, Mistcall Guardian has act twice. While you have at least 7 blood glyphs, Mistcall Guardian has rush.
When Mistcall Guardian leaves the field, remove all your blood glyphs from the game.

4

4

4

Old Master Of Mistcall

2

Mysticism — Conjuring

Prepare , offer a denizen.
Becomes a denizen when played.
When you play Old Master Of Mistcall and at the start of every turn, gain 2 blood glyphs.
Remove a blood glyph: You may play any target from the middling this turn. Its bounty cost is converted to the same amount in .
When Old Master Of Mistcall leaves the field, remove all your blood glyphs from the game.

5

5

5

Tower Of Eyes

1

Mysticism — Conjuring

Prepare
Becomes a structure when played.
Mysticisms you play have linger.
While Tower Of Eyes is occupied by a sorcerer, you may play mysticisms from the middling. Whenever you do, gain a blood glyph.
At the start of your turn, vanish Tower Of Eyes.

7

The Fivethousandeyes

1

Mysticism — Conjuring

Prepare , offer a conjuring.
Becomes a denizen when played. Enters into the outlands.
When you play The Fivethousandeyes, crush all denizens in the outlands.
Empowered, demolish 3, pick-off.
, remove a blood glyph: Enthrall target denizen you could assault. When The Fivethousandeyes leaves the field, gift all denizens you do not own back to their owners.

6

6

4

x4

Valley Lake

4

Resource — Waterway Lake

Harvest
Deplete

x2

Trout Stream

4

Resource — Waterway River

Harvest
Deplete

x3

Gold Vein

4

Resource — Cave Gold

Harvest
Deplete

x2

Fertile Landscape

4

Resource — Greenery Wheat

Harvest
Deplete

x2

Cattlespan

4

Resource — Livestock Cattle

Harvest
Deplete

x2

Goldpan River

3

Resource — Waterway River

Harvest
Deplete

Mines Of Mistcall

1

Resource — Cave Gems

Harvest
Deplete
Whenever you play something from any rubble, gain .