Traveling Merchant

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

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
Mistcall Seer

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
Runed Spiritcaller

Denizen — Sorcerer Practitioner
Empowered (Runed Spiritcaller gains +1 strength and morale for each mysticism in the middling)
2
2
2
Runed Servant

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
Candleflicker

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
Mistcall Spirit

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
Runed Gibbergasp

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
Incense Of The Full Moon

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

Belonging — Gear Staff
Armed denizen has empowered. (It gains +1 strength and morale for each card in the middling)
+1
+1
+1
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
Muddy Ditch

Structure — Wall
Pitch to gain . (Put this card directly into your rubble from your hand)
2
Occupants
0
0
3
Unkempt Bookstore

Structure — Market
Mysticisms in your hand have "Pitch to gain ".
: Reclaim a mysticism from your rubble.
3
Occupants
0
0
3
Old Stone Wall

Structure — Wall
When Old Stone Wall falls, if it was assaulted it deals 3 damage to target assailant.
2
Occupants
0
0
4
Mistcall Stables

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
Haunted Graveyard

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

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

Structure — Building
Hospitality (Occupants have no maintenance cost)
If Msitcall Inn is occupied by 3 or more denizens, harvest .
4
Occupants
0
0
4
Suspect Vanishing

Mysticism — Hex
Vanish target denizen. (Send target denizen to the middling)
Mysticisms go to the void after they are played
Nightmare

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

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
Things Begin To Rot

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
Murder Of Crows

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

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

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

Mysticism — Curse
Until the end of your next turn, resources harvest no .
Mysticisms go to the void after they are played
Mistcall Guardian

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

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

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

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
Valley Lake

Resource — Waterway Lake
Harvest
Deplete
Trout Stream

Resource — Waterway River
Harvest
Deplete
Gold Vein

Resource — Cave Gold
Harvest
Deplete
Fertile Landscape

Resource — Greenery Wheat
Harvest
Deplete
Cattlespan

Resource — Livestock Cattle
Harvest
Deplete
Goldpan River

Resource — Waterway River
Harvest
Deplete
Mines Of Mistcall

Resource — Cave Gems
Harvest
Deplete
Whenever you play something from any rubble, gain .