Ditch Digger
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
Bloodstink
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
Mistcall Seer
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
Sanguine Tome
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
Old Stone Wall
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
Muddy Ditch
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
Mistcall Hollow
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
Mistcall Inn
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
Paralysis
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.
Sleepless Dreams
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.
Stone Sage
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
Murder Of Crows
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
Things Begin To Rot
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.
Old Masters Of Mistcall
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
The Fivethousandeyes
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
Stormy Waters
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.
Boney Thicket
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.
Pearl-Strewn Cove
Resource — Cave
Harvest
Deplete
Travelers come to Mistcall to discover mystical secrets, delve for sunken treasures, and farm pearls to sell abroad.
Sailor's Passage
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.
Mistcall Bay
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.
Candleflicker
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
Desperate Traveler
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
Trusted Advisor
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
Heirloom Blade
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
Regeants Lockbox
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.
Rugged Keep
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
Faithbound Peerings
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.
Suspect Vanishing
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
Steep In Possibility
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)
Living Nightmares
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.
Mistcall Tower
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