The card catalog

Every spirit, ritual, bond and landmark a Memory can hold — the whole roster, to browse and search.

419 of 419 cards shown

Zenith, Who Asks the Sky

Zenith, Who Asks the Sky

Spirit Legendary Wonder

Cost 6 Atk 80 Def 20 HP 70 Reach Cross

[signature reach: ✶Halo] Storm, Wanderer Warded On arrival: reveal all Fabrications. Your Glimpses take +1 card.

warded

Lore

"What is the sky *for*?" The sky did not answer. "WHAT IS THE SKY FOR?" The sky, embarrassed, made a small wind. "I'll wait," said Zenith. — it has waited nine hundred years, posture perfect, patience radiant, volume rising roughly once a century. Fabrications reveal themselves in its presence. Out of respect or terror, opinions differ. (Pell: "Respect." Juno: "TERROR. Lovely though.")

Twinkle, a Borrowed Star

Twinkle, a Borrowed Star

Kindred Wonder

Cost 0 Atk 15 Def 0 HP 25 Reach Slant

Storm Arcane

arcane

Cinder-Pup

Cinder-Pup

Kindred Wonder

Cost 0 Atk 30 Def 0 HP 25 Reach Lance

Flame Frenzy — +10 Attack while damaged.

Droplet

Droplet

Kindred Wonder

Cost 0 Atk 0 Def 5 HP 40 Reach Cross

Tide Parting: restore 10 HP to an adjacent ally.

Hum

Hum

Kindred Wonder

Cost 0 Atk 15 Def 5 HP 25 Reach Cross

Song Chorus — +10 Attack per adjacent ally (max +10).

Jitters

Jitters

Kindred Wonder

Cost 0 Atk 15 Def 0 HP 25 Reach Slant

Shade Mobile

mobile

Chip

Chip

Kindred Wonder

Cost 0 Atk 0 Def 10 HP 40 Reach Cross

Stone Steadfast

steadfast

Vertigo, Who Loves the Long Fall

Vertigo, Who Loves the Long Fall

Spirit Legendary Wonder

Cost 6 Atk 95 Def 20 HP 70 Reach Lance

[signature reach: ✶Plummet (fwd 1, fwd 2, both rear diagonals)] Storm, Shade Arcane After Vertigo engages, you may push either survivor 1 tile.

arcane

Lore

"Don't look down." "Why not?" "…That's a fair question." — last exchange recorded at the Edge of the Map. Both parties reportedly delighted. One of them is still falling, on purpose, taking notes.

Saudade, Who Sets a Place for the Missing

Saudade, Who Sets a Place for the Missing

Spirit Legendary Sorrow

Cost 6 Atk 60 Def 25 HP 80 Reach Cross

[signature reach: ✶Embrace (4 orthogonal + both forward diagonals)] Tide, Song Mourner. When any spirit fully dissolves, restore 10 HP to all your spirits.

Lore

"Who's that place for?" "Whoever you're missing." "…Can I sit there?" "Sweetheart. That's exactly who it's for." — supper at Saudade's runs long. Nobody leaves hungry. Nobody leaves *entirely*, ever. That's the comfort. It's also the ache, and she sets the chair anyway.

Crucible, Who Holds the Fire Still

Crucible, Who Holds the Fire Still

Spirit Legendary Fury

Cost 6 Atk 80 Def 30 HP 65 Reach Lance

[signature reach: ✶Anvil (Cross + fwd 2)] Flame, Stone Steadfast Enemies that engage Crucible take +10 retaliation.

steadfast

Lore

The fire asked to be let out. "Not yet," said Crucible. The fire raged, as fire does. Crucible held, as Crucible does. And the fire — for the first time in its bright, brief, furious life — felt not caged, but *held*. There is a difference. Crucible is the difference.

Dawnling

Dawnling

Spirit Common Wonder

Cost 1 Atk 15 Def 10 HP 40 Reach Cross

Lore

"Is it morning?" "Not yet." "Is it morning *now*?" "…Yes. Fine. It's morning." — the complete transcript of every conversation ever held with a Dawnling. (Archivist Pell has stopped logging them. The sun has not stopped being argued up.)

Moth of Small Hours

Moth of Small Hours

Spirit Common Wonder

Cost 1 Atk 15 Def 10 HP 25 Reach Cross

Mobile

mobile

Lore

It only visits the lonely-awake, and it never stays. "It landed on my lamp at 3:14," writes Dreamer Juno, "and we agreed not to mention it. Best conversation I've had all year."

Wrong-Way Skylark

Wrong-Way Skylark

Spirit Common Wonder

Cost 2 Atk 45 Def 10 HP 40 Reach Wide

Lore

"South is *that* way." "Wonderful! And what's THIS way?" "…Nobody knows." "*Wonderful.*" — it has discovered eleven places that were not previously anywhere. The keepers have given up correcting it and started following it.

Cloudling

Cloudling

Spirit Common Wonder

Cost 2 Atk 30 Def 10 HP 50 Reach Cross

Glimpse on arrival: look at your top 2 cards, take 1

Evolves into Primal Stormswell

Lore

"When I'm big, I'm going to rain on EVERYTHING." "Even me?" "*Especially* you. Lovingly." — it practices thundering at night, very quietly, so as not to wake the sky.

Strider of the Far Blue

Strider of the Far Blue

Spirit Common Wonder

Cost 3 Atk 45 Def 20 HP 65 Reach Cross

Lore

Postcards arrive from it, unsigned, unstamped, from places with no postal service: *"Weather here. Wish you were."* — *"Found the horizon. There's another one behind it."* — *"Not lost. Thorough."* Pell keeps them in a drawer labeled EVIDENCE OF ELSEWHERE.

Stargazer Heron

Stargazer Heron

Spirit Common Wonder

Cost 3 Atk 60 Def 10 HP 50 Reach Cross

Arcane

arcane

Lore

"Subject declines to fish during meteor showers," reports Pell. "Subject was observed holding a fish, gently, while both watched the Perseids. Subject's relationship to dinner remains unclear. Subject's relationship to the sky does not."

Aurora Elk

Aurora Elk

Spirit Common Wonder

Cost 4 Atk 45 Def 25 HP 90 Reach Cross

Lore

The children count the colors in its antlers and never agree. Four. Six. *Eleven.* The elk stands very still for the counting, because it is polite, and because once, long ago, somebody counted for it, and it has never forgotten how that felt.

Curio Fox

Curio Fox

Spirit Uncommon Wonder

Cost 2 Atk 45 Def 10 HP 40 Reach Slant

On arrival: look at one face-down Fabrication

Lore

"What's in the box?" "Nothing." "What KIND of nothing?" — the box, eventually, opened itself, citing exhaustion. The fox was already three secrets away.

Star-Strewn Otter

Star-Strewn Otter

Spirit Uncommon Wonder

Cost 3 Atk 45 Def 20 HP 50 Reach Cross

On arrival: your next Ritual costs 1 less

Evolves into Primal The Spilled Sky · Fabled Otterling Magus, Keeper of Five Lights

Lore

"EXPLAIN THE LIGHTS," demanded Dreamer Juno, four hours in. The otter added a sixth. "…Fair," said Juno.

Vigil Owl

Vigil Owl

Spirit Uncommon Wonder

Cost 3 Atk 45 Def 20 HP 50 Reach Wide

Lore

It blinks once per question. The keepers brought it a list of forty-one. "Proceedings lasted six hours," notes Pell. "Answers received: forty-one blinks. Questions answered: arguably all of them. Arguably none. The owl seemed satisfied, which made one of us."

Pathfinder Ibex

Pathfinder Ibex

Spirit Uncommon Wonder

Cost 4 Atk 45 Def 20 HP 65 Reach Cross

Mobile · Adjacent allies' Reach extends 1 forward (targeting only)

mobile

Lore

"Follow," it doesn't say, because it doesn't talk. It just waits at the place where you'd give up, looking back, until you don't. There are seventy-three beads. Pell asked about the cord. The ibex looked at the seventy-fourth, which is you, and started walking.

Skywhale Calf

Skywhale Calf

Spirit Uncommon Wonder

Cost 5 Atk 60 Def 25 HP 105 Reach Cross

Lore

It is too young to know the sky ended. So, for it, it hasn't. It breaches through nothing, sounding through nowhere, singing a long note to a pod that — listen — *answers*. Somewhere. The keepers cannot find the source of the answer and have, unusually, voted not to look.

The Asking Light

The Asking Light

Spirit Rare Wonder

Cost 4 Atk 60 Def 20 HP 65 Reach Cross

Arcane · Glimpse on arrival: look at top 3, take 1

arcane

Evolves into Primal Lumen Unbound · Fabled Sage of And-Then

Lore

"…and they lived happily ever after." "*And then?*" "That's the end." "And THEN?" — every bedtime in the Long Gallery runs ninety minutes over. Nobody minds. The endings keep going somewhere, and the light goes with them.

Tempestrider Roc

Tempestrider Roc

Spirit Rare Wonder

Cost 5 Atk 60 Def 20 HP 80 Reach Wide

On arrival: allied Reach +1 this round (targeting only)

Evolves into Primal The Front

Lore

Where it banks, weather follows — eager, loyal, slightly behind, like a dog that is also a monsoon. Farmers post requests on high poles: *NORTH FIELD, PLEASE. GENTLE.* The roc reads. The roc is, mostly, gentle.

Stormswell

Stormswell

Evolution Wonder

Cost 4 Atk 60 Def 5 HP 65 Reach Wide

Arcane · On arrival: deal 10 to all adjacent enemies

arcane

Evolves from Cloudling Primal

Lore

The Cloudling stopped asking what the rain was for and became the answer. Pell's note: "It remembered being small. It just doesn't mention it."

Cirrus, First of Rains

Cirrus, First of Rains

Evolution Wonder

Cost 3 Atk 45 Def 20 HP 50 Reach Cross

On arrival: reveal all enemy Fabrications

Evolves from The Sky's Whole Weight Fabled

Lore

"Everyone's first rain came from somewhere," Cirrus says. "You're welcome."

The Spilled Sky

The Spilled Sky

Evolution Wonder

Cost 3 Atk 60 Def 5 HP 50 Reach Burst

Arcane · On arrival: deal 10 to all adjacent enemies

arcane

Evolves from Star-Strewn Otter Primal

Lore

The otter knocked over the one jar nobody should knock over. It is not sorry.

Otterling Magus, Keeper of Five Lights

Otterling Magus, Keeper of Five Lights

Evolution Wonder

Cost 4 Atk 60 Def 20 HP 50 Reach Cross

Your Rituals affect one extra target

Evolves from Star-Strewn Otter Fabled

Lore

Five lights, five pockets, no explanation. Juno's margin: "asked which light was spare. it juggled them. SHOWOFF."

Lumen Unbound

Lumen Unbound

Evolution Wonder

Cost 6 Atk 95 Def 5 HP 80 Reach Wide

Arcane · On arrival: deal 20 to one enemy in reach

arcane

Evolves from The Asking Light Primal

Lore

The question got too big for the lantern. Now it asks the whole dark at once.

Sage of And-Then

Sage of And-Then

Evolution Wonder

Cost 4 Atk 45 Def 25 HP 60 Reach Cross

Warded · At your Flow: Glimpse top 2, take 1

warded

Evolves from The Asking Light Fabled

Lore

Every story it hears, it leans in and says "and then?" — and the story, flattered, continues.

The Front

The Front

Evolution Wonder

Cost 5 Atk 80 Def 10 HP 65 Reach Burst

Arcane · Retaliates +20

arcane

Evolves from Tempestrider Roc Primal

Lore

Not a bird anymore. Weather with an opinion, arriving.

Roc Paramount, Sky-Entire

Roc Paramount, Sky-Entire

Evolution Wonder

Cost 4 Atk 60 Def 20 HP 65 Reach Cross

[signature reach: ✶Crown] Allied Reach +1 forward, always

Evolves from The Sky's Whole Weight Fabled

Lore

The Roc decided the sky was a kingdom and never told the sky, which suits them both.

Glimpse Beyond

Glimpse Beyond

Ritual Common Wonder

Cost 1

Look at your top 3; take 1, bottom the rest

Lore

"Just a peek," says Juno, already three pages ahead.

Sudden Clearing

Sudden Clearing

Ritual Common Wonder

Cost 1

Reveal a face-down Fabrication publicly

Lore

The fog stepped aside, embarrassed, as fog sometimes is.

Tailwind

Tailwind

Ritual Common Wonder

Cost 2

A spirit's Reach +1 all directions this round

Lore

A rhyme for it: *push at your back, luck in your pack, go.*

Cartography

Cartography

Ritual Uncommon Wonder

Cost 2

Look at top 4; bottom any; draw 1

Lore

Pell labels everything, even the parts marked "probably more sky." Especially those.

Open Sky

Open Sky

Ritual Rare Wonder

Cost 4

All your spirits' Reach +1 this round; draw 1

Lore

Some mornings the lid comes off the world.

Fellow Travelers

Fellow Travelers

Bond Common Wonder

Cost 1

Bonded pair both gain Mobile

mobile

Lore

Neither asked where the other was going. That was the whole agreement.

Shared Horizon

Shared Horizon

Bond Uncommon Wonder

Cost 2

Bonded pair: Reach +1 forward each

Lore

"See that?" "No." "Me neither. Let's go."

The Overlook

The Overlook

Landmark Uncommon Wonder

Cost 2

Spirits here: Reach +1 all; Wonder spirits also +10 Attack

Lore

Everything looks solvable from up here, which is the trap and the gift.

False Dawn

False Dawn

Fabrication Common Wonder

Cost 1

Bluff — revealed: you draw 1

Lore

The rooster apologized later. Nobody minded; the practice sunrise was lovely.

Hidden Vista

Hidden Vista

Fabrication Uncommon Wonder

Cost 2

Revealed: your spirits' Reach +1 this round

Lore

Behind the curtain: more curtain. Behind that: oh. *Oh.*

The Unasked Question

The Unasked Question

Fabrication Rare Wonder

Cost 3

Trap — engager returns to owner's hand

Lore

It waited politely your whole visit. It follows you home.

Hushling

Hushling

Spirit Common Fear

Cost 1 Atk 15 Def 10 HP 40 Reach Cross

Lore

It puts a finger where its mouth would be. The room agrees.

Creep-Toad

Creep-Toad

Spirit Common Fear

Cost 1 Atk 30 Def 5 HP 25 Reach Slant

Mobile

mobile

Lore

"Hop. Hop. …hop?" — Pell's field notes end here. They resume three pages later in different handwriting that careful analysis confirms is still Pell's, just *aware*. The toad means no harm. The toad means, as far as anyone can tell, nothing whatsoever. That's the unsettling part.

Murkfin

Murkfin

Spirit Common Fear

Cost 2 Atk 45 Def 10 HP 50 Reach Slant

Lore

Something circles under the pond-skin. The pond is a puddle. It does not care.

Wisp of Doubt

Wisp of Doubt

Spirit Common Fear

Cost 2 Atk 30 Def 20 HP 40 Reach Cross

Parting: adjacent enemies −10 Attack this round

Evolves into Primal The Doubt · Fabled Whisperer at the Door

Lore

"Are you sure?" it asks, kindly, ruinously.

Gloom Heron

Gloom Heron

Spirit Common Fear

Cost 3 Atk 45 Def 20 HP 65 Reach Slant

Lore

It stands in the one shadow at noon, billing the dark like minnows. Pell: "I respect a specialist."

Pale Stalker

Pale Stalker

Spirit Common Fear

Cost 3 Atk 60 Def 10 HP 50 Reach Slant

Lurk

lurk

Lore

A children's rhyme, skipped fast: *don't look, don't look, the long one's lean — the quickest way past is to stay unseen.*

Mire-Maw

Mire-Maw

Spirit Common Fear

Cost 4 Atk 60 Def 20 HP 90 Reach Cross

Lore

The bog keeps what it's given and asks for more by existing.

Nightjar Omen

Nightjar Omen

Spirit Uncommon Fear

Cost 2 Atk 30 Def 20 HP 40 Reach Slant

Mobile · On arrival: push an adjacent enemy 1 tile

mobile

Lore

It lands on the fence the night before. Before what, it won't say.

Shade-Sewn Cat

Shade-Sewn Cat

Spirit Uncommon Fear

Cost 3 Atk 45 Def 10 HP 50 Reach Slant

Lurk · Revealed: adjacent enemies −10 Attack this round

lurk

Evolves into Primal The Unlit · Fabled Felis Umbra, the Borrowed

Lore

Stitched from the shadows of four different cats, all of whom want it back.

Backwards Wolf

Backwards Wolf

Spirit Uncommon Fear

Cost 3 Atk 60 Def 20 HP 65 Reach Veil

Lore

It walks away from you the whole time it approaches. The geometry is upsetting and it knows.

Marrow Whisperer

Marrow Whisperer

Spirit Uncommon Fear

Cost 4 Atk 45 Def 25 HP 65 Reach Cross

Dread Aura enemies engaging adjacent allies −10 Attack

Lore

It tells your bones a secret. Your bones believe it.

Terror of the Reeds

Terror of the Reeds

Spirit Uncommon Fear

Cost 5 Atk 80 Def 25 HP 90 Reach Slant

Lore

Nobody has seen all of it. The reeds bend in a line, then the line stops. Then it doesn't.

The Lurking Court

The Lurking Court

Spirit Rare Fear

Cost 4 Atk 45 Def 20 HP 65 Reach Slant

Lurk · Your Fabrications cost 1 less

lurk

Evolves into Primal Panic, Unhosted · Fabled Magistrate of Masks

Lore

They convened in the cellar dark and made fear official. Minutes are kept. Of everything.

The Empty Procession

The Empty Procession

Spirit Rare Fear

Cost 5 Atk 80 Def 20 HP 80 Reach Cross

On arrival: push all adjacent enemies 1 tile away

Evolves into Primal Nothing, Approaching · Fabled Herald of the Ill Intent

Lore

It passes through town at no particular hour, carrying nothing, mourning no one, and every door locks anyway.

Madrigal, the Held Breath

Madrigal, the Held Breath

Spirit Legendary Fear

Cost 5 Atk 60 Def 20 HP 50 Reach Cross

[signature reach: ✶Hush] Lurk · Face-down: enemies within 2 tiles −10 Attack · Revealed: push all adjacent enemies 1

lurk

Lore

The Court's soloist. She has been about to sing for as long as anyone remembers; the entire dark leans in.

Keyhole Spider

Keyhole Spider

Spirit Common Fear

Cost 2 Atk 30 Def 5 HP 40 Reach Cross

Lurk · Revealed: you draw 1

lurk

Lore

*It lives in the lock and learns the house by who comes through. Reveal it and it has already read your whole hand, politely, and tells you one thing back.*

The Patient Knife

The Patient Knife

Spirit Uncommon Fear

Cost 3 Atk 60 Def 10 HP 40 Reach Slant

Lurk · Revealed: deal 10 to one adjacent enemy

lurk

Lore

*It does not lunge. It waits in the fold of the page until the careless step, and then it is simply already done. Pell files its incidents under "regrettably tidy."*

What Waits Beneath

What Waits Beneath

Spirit Rare Fear

Cost 6 Atk 80 Def 25 HP 90 Reach Cross

Lurk · Revealed: push all adjacent enemies 1 tile away

lurk

Lore

*Step over the quiet water and it remembers you were there. Reveal it and the whole near shore steps back at once, by reflex older than thought.*

The Doubt

The Doubt

Evolution Fear

Cost 4 Atk 60 Def 5 HP 65 Reach Slant

Retaliates +20

Evolves from Wisp of Doubt Primal

Lore

It stopped asking if you were sure. Now nothing is.

Whisperer at the Door

Whisperer at the Door

Evolution Fear

Cost 3 Atk 45 Def 20 HP 50 Reach Veil

Enemies engaging this −10 Attack

Evolves from Wisp of Doubt Fabled

Lore

It knocks softly so that you'll lean closer.

The Unlit

The Unlit

Evolution Fear

Cost 3 Atk 60 Def 5 HP 40 Reach Burst

On arrival: deal 10 to one enemy in reach

Evolves from Shade-Sewn Cat Primal

Lore

All four shadows came back for the cat at once.

Felis Umbra, the Borrowed

Felis Umbra, the Borrowed

Evolution Fear

Cost 3 Atk 45 Def 20 HP 50 Reach Slant

Lurk · Face-down: adjacent enemies −10 Attack

lurk

Evolves from Shade-Sewn Cat Fabled

Lore

It belongs to whoever needs to not be seen tonight. Return it fed.

Panic, Unhosted

Panic, Unhosted

Evolution Fear

Cost 6 Atk 95 Def 5 HP 80 Reach Slant

On arrival: deal 10 to all adjacent enemies

Evolves from The Lurking Court Primal

Lore

The Court adjourned. The feeling didn't.

Magistrate of Masks

Magistrate of Masks

Evolution Fear

Cost 3 Atk 45 Def 20 HP 60 Reach Slant

Warded · Any Fabrication revealed: this +10/+10

warded

Evolves from The Lurking Court Fabled

Lore

Every verdict wears a different face. All of them are very sorry.

Nothing, Approaching

Nothing, Approaching

Evolution Fear

Cost 5 Atk 95 Def 10 HP 65 Reach Burst

Relentless · Retaliates +10

relentless

Evolves from The Empty Procession Primal

Lore

The procession stopped pretending to carry anything.

Herald of the Ill Intent

Herald of the Ill Intent

Evolution Fear

Cost 6 Atk 80 Def 25 HP 80 Reach Cross

Enemies pushed onto Impression-bearing tiles take 10 damage

Evolves from The Empty Procession Fabled

Lore

It walks ahead of what cannot be described, ringing a bell with no clapper. The silence is the announcement.

Cold Spot

Cold Spot

Ritual Common Fear

Cost 1

Push an enemy spirit 1 tile

Lore

The room remembers someone standing exactly there. Move.

Misstep

Misstep

Ritual Common Fear

Cost 1

Move an enemy spirit 1 tile, any direction

Lore

The floor was there yesterday. The floor is mostly there now.

Don't Look

Don't Look

Ritual Common Fear

Cost 2

An enemy spirit can't engage or intercept next round (it still retaliates if struck)

Lore

A rhyme: *if you name it, it can stay — look away, look away.*

Night Falls Early

Night Falls Early

Ritual Uncommon Fear

Cost 2

All enemies −10 Attack this round

Lore

Four in the afternoon and the lamps come on apologizing.

The Fog of Elsewhere

The Fog of Elsewhere

Ritual Rare Fear

Cost 3

Return an enemy spirit of Cost ≤3 to its owner's hand

Lore

Walk in here, come out somewhere that isn't. The somewhere keeps the difference.

Mutual Alibi

Mutual Alibi

Bond Common Fear

Cost 1

Enemies engaging either of the pair −10 Attack

Lore

"We were together." "The whole time." They rehearsed not rehearsing it.

Conspiracy

Conspiracy

Bond Uncommon Fear

Cost 2

When one is engaged, the other may immediately engage the attacker if in Reach

Lore

The plan has one page and the page is blank and they both signed it.

The Dimming

The Dimming

Landmark Uncommon Fear

Cost 2

Spirits here can't be engaged diagonally; Fear spirits here +10 Defense

Lore

A place where the light is always about to come back.

Loose Plank

Loose Plank

Fabrication Common Fear

Cost 1

Trap — engager takes 10 damage

Lore

Every porch has one. This one has tenure.

Bottomless Puddle

Bottomless Puddle

Fabrication Uncommon Fear

Cost 2

Trap — push engager back 1; engage is spent

Lore

Two inches of water, ankle-deep, knee-deep, *how* —

Your Name, Misheard

Your Name, Misheard

Fabrication Rare Fear

Cost 3

Trap — engager −20 Attack this round and next

Lore

Someone across the square calls something that is almost you. You answer. That's the trap.

Tearling

Tearling

Spirit Common Sorrow

Cost 1 Atk 15 Def 10 HP 40 Reach Cross

Lore

It carries one tear, carefully, the way you'd carry soup. It is not its tear. It's delivering it.

Drizzle Sprite

Drizzle Sprite

Spirit Common Sorrow

Cost 1 Atk 15 Def 10 HP 25 Reach Cross

Mobile · Parting: restore 10 HP to an adjacent ally

mobile

Lore

Weather too small to forecast, raining on exactly one flower at a time.

Greyfin Seal

Greyfin Seal

Spirit Common Sorrow

Cost 2 Atk 30 Def 20 HP 50 Reach Cross

Lore

"The 4:15 has not run in sixty years," writes the Ferrier. "The seal is not wrong to wait. The seal is simply early. We are all of us simply early for something." Every evening, the Ferrier shares the catch with it anyway. The seal accepts. Vigils need supper too.

Ashen Sparrow

Ashen Sparrow

Spirit Common Sorrow

Cost 2 Atk 30 Def 20 HP 40 Reach Cross

Parting: an adjacent ally +10/+10

Evolves into Primal Greyrain · Fabled Elegist Wren

Lore

It nests in chimneys gone cold and sings the warm-up notes of songs it heard there.

Tidewashed Doe

Tidewashed Doe

Spirit Common Sorrow

Cost 3 Atk 45 Def 20 HP 65 Reach Cross

Lore

She walks the wrack line collecting what the sea apologizes with.

Last-Light Koi

Last-Light Koi

Spirit Common Sorrow

Cost 3 Atk 30 Def 20 HP 65 Reach Cross

Parting: reclaim full Cost instead of half

Lore

It surfaces once a day, exactly at the gold minute, to be seen. Be there.

Grey-Hearted Fox

Grey-Hearted Fox

Spirit Common Sorrow

Cost 4 Atk 60 Def 25 HP 80 Reach Cross

Lore

The Ferrier's friend. It waits at the jetty for passengers' goodbyes, then carries the goodbyes home gently in its mouth.

Keenling

Keenling

Spirit Uncommon Sorrow

Cost 2 Atk 45 Def 10 HP 40 Reach Cross

When an ally begins Fading: +10 Attack this round

Lore

When someone begins to fade, it stands up very straight and sings the strong part.

Wake-Walker

Wake-Walker

Spirit Uncommon Sorrow

Cost 3 Atk 45 Def 20 HP 50 Reach Veil

Mourner an ally fully dissolves: +10/+10 permanently

Evolves into Fabled Ferrier of the Salt Road

Lore

It walks behind the boat on the folded water, reading the names the wake writes and unwrites.

Driftmother Eel

Driftmother Eel

Spirit Uncommon Sorrow

Cost 3 Atk 60 Def 20 HP 65 Reach Veil

Lore

Lost things drift to her. She braids them into the current and sends them where lost things are needed.

Bearer of Small Stones

Bearer of Small Stones

Spirit Uncommon Sorrow

Cost 4 Atk 45 Def 25 HP 65 Reach Cross

Parting: this turn, your evolutions ignore the shared-Imprint rule

Lore

One pebble per goodbye. The pouch is heavy. The Bearer is strong in the specific way.

Leviathan of the Old Coast

Leviathan of the Old Coast

Spirit Uncommon Sorrow

Cost 5 Atk 60 Def 25 HP 105 Reach Cross

Lore

The coast moved. The Leviathan stayed, holding the shape of the old shore in its back.

The Vigilkeeper

The Vigilkeeper

Spirit Rare Sorrow

Cost 4 Atk 45 Def 25 HP 65 Reach Cross

Allies' Parting effects trigger twice

Evolves into Primal Lament Unending · Fabled Matron of the Long Goodbye

Lore

She relights the candles of everyone who has someone to sit up for. Hers burns plainest and longest.

Tidebound Colossus

Tidebound Colossus

Spirit Rare Sorrow

Cost 5 Atk 60 Def 20 HP 90 Reach Cross

On arrival: restore 20 HP to all allies

Evolves into Fabled Colossus of the Kept Promise

Lore

The sea promised to come back for it. It stands in the dry harbor, hip-deep in remembering.

Vesper, Last Singer of the Salt Choir

Vesper, Last Singer of the Salt Choir

Spirit Legendary Sorrow

Cost 5 Atk 60 Def 20 HP 65 Reach Cross

[signature reach: ✶Riptide] Mourner · When Mourner triggers: restore 10 HP to all allies

Evolves into Fabled Vale Eternal, the Standing Ovation

Lore

The choir is gone. She sings all twelve parts now, one per night, and on the twelfth the harbor hums along.

Greyrain

Greyrain

Evolution Sorrow

Cost 4 Atk 60 Def 5 HP 65 Reach Wide

Retaliates +10

Evolves from Ashen Sparrow Primal

Lore

The cold chimney's whole sky's worth, all at once.

Elegist Wren

Elegist Wren

Evolution Sorrow

Cost 3 Atk 45 Def 20 HP 50 Reach Veil

Any ally's Parting in Reach: this +10/+10

Evolves from Ashen Sparrow Fabled

Lore

It learned every Parting song in the Memory and sings them *back*, so the partings remember being loved.

The Undertow

The Undertow

Evolution Sorrow

Cost 5 Atk 80 Def 5 HP 80 Reach Slant

Arcane · On arrival: deal 10 to one enemy in reach

arcane

Evolves from Rillsong Tadpole Primal

Lore

It stopped walking the wake and took the water's side.

Ferrier of the Salt Road

Ferrier of the Salt Road

Evolution Sorrow

Cost 3 Atk 45 Def 20 HP 45 Reach Cross

Warded · Your Fade reclaims +1 Anima · Mourner

warded

Evolves from Wake-Walker Fabled

Lore

The Ferrier himself: solemn, kind, never hurried. "Everyone crosses," he says. "I just keep the boat steady."

Lament Unending

Lament Unending

Evolution Sorrow

Cost 4 Atk 80 Def 10 HP 50 Reach Burst

Retaliates +20

Evolves from The Vigilkeeper Primal

Lore

The candle-ring with no one inside it, still burning, still kept.

Matron of the Long Goodbye

Matron of the Long Goodbye

Evolution Sorrow

Cost 4 Atk 45 Def 25 HP 60 Reach Cross

Warded · Spirits you evolve arrive +10/+10

warded

Evolves from The Vigilkeeper Fabled

Lore

She makes the leaving last long enough to be done properly. Nobody leaves her porch unfinished.

The Weeping Deep

The Weeping Deep

Evolution Sorrow

Cost 6 Atk 95 Def 10 HP 90 Reach Wide

Arcane · On arrival: deal 20 to one enemy in reach

arcane

Evolves from The Mountain Remembers Primal

Lore

The harbor's patience, given up and given depth.

Colossus of the Kept Promise

Colossus of the Kept Promise

Evolution Sorrow

Cost 6 Atk 60 Def 25 HP 90 Reach Cross

Steadfast · Adjacent allies +10 Defense

steadfast

Evolves from Tidebound Colossus Fabled

Lore

The sea came back. It holds the tide in its arms every six hours, and the tide holds it.

Hold the Memory

Hold the Memory

Ritual Common Sorrow

Cost 1

A Fading spirit dissolves next Fade step instead

Lore

"Stay for the end of the story," Pell whispers. The story obliges.

Salt and Honey

Salt and Honey

Ritual Common Sorrow

Cost 1

Restore 20 HP to a spirit

Lore

The old kitchen cure: one for the wound, one for the spirit, no telling which is which.

What Remains

What Remains

Ritual Common Sorrow

Cost 2

Draw 1; gain 1 Anima per spirit you've lost this match (max 3)

Lore

After the tide: shells, a key, the strength you didn't know you'd been lent.

Second Farewell

Second Farewell

Ritual Uncommon Sorrow

Cost 2

Trigger one of your Parting effects again

Lore

You ran back up the path and said it again, properly this time.

The Returning

The Returning

Ritual Rare Sorrow

Cost 4

Put a spirit that fully dissolved this match into your hand

Lore

Some things come back not because you called, but because you kept the porch light on.

Shared Umbrella

Shared Umbrella

Bond Common Sorrow

Cost 1

Pair: each restores 10 HP at your Flow

Lore

Both of them half-wet, neither letting go. The mathematics of it don't work and don't matter.

Grief Split

Grief Split

Bond Uncommon Sorrow

Cost 2

Pair: a lethal blow to one leaves it at 1 HP; the partner takes the overflow

Lore

"Give me half." "You can't carry half." "Watch me."

The Still Shore

The Still Shore

Landmark Uncommon Sorrow

Cost 2

Fading here grants +1 reclaim; Sorrow spirits here +10 Defense

Lore

Where the water finally lies flat and lets the sky finish its sentence.

Empty Chair

Empty Chair

Fabrication Common Sorrow

Cost 1

Bluff — revealed: restore 20 HP to your weakest spirit

Lore

Set at every feast on purpose. Tonight it isn't empty, which is the trick, and the kindness.

Borrowed Time

Borrowed Time

Fabrication Uncommon Sorrow

Cost 2

Trap — engager's owner loses 1 Anima; you gain 1

Lore

The hourglass was running the wrong way the whole visit. Somebody pays for that.

The Letter Never Sent

The Letter Never Sent

Fabrication Rare Sorrow

Cost 3

Trap — engager −10/−10; you draw 1

Lore

Opening it costs more than postage ever would have.

Sproutling

Sproutling

Spirit Common Harmony

Cost 1 Atk 15 Def 10 HP 40 Reach Cross

Lore

It planted itself. It is its own proudest work. Visiting hours: always.

Roundest Frog

Roundest Frog

Spirit Common Harmony

Cost 1 Atk 15 Def 20 HP 25 Reach Cross

Lore

MEASUREMENT LOG, Dreamer Juno: "Attempt 1: circumference exceeds tape. Attempt 2: tape now belongs to frog. Attempt 3: sat with frog instead. Conclusion: it has achieved the shape of contentment, and possibly the contentment of shape. Further study unnecessary. Further sitting scheduled."

Meadow Hare

Meadow Hare

Spirit Common Harmony

Cost 2 Atk 45 Def 10 HP 50 Reach Cross

Mobile

mobile

Lore

It has worn one path between everyone's houses, and that path is most of the village's friendships.

Duetling

Duetling

Spirit Common Harmony

Cost 2 Atk 30 Def 20 HP 40 Reach Cross

While adjacent to an ally: +10 Defense

Evolves into Primal The Open Chord · Fabled Duet Ascendant, Both Halves

Lore

One creature, two voices, zero rehearsals needed. It harmonizes with itself when lonely, which fixes the lonely.

Orchard Shepherd

Orchard Shepherd

Spirit Common Harmony

Cost 3 Atk 45 Def 20 HP 65 Reach Cross

Lore

She herds trees, which mostly means standing among them long enough that they grow toward her.

Hymnal Hart

Hymnal Hart

Spirit Common Harmony

Cost 3 Atk 30 Def 20 HP 60 Reach Cross

Warded

warded

Lore

The hart with the hymn-book antlers; the wind turns its pages and the woods go quiet to listen.

Greatbloom Tortoise

Greatbloom Tortoise

Spirit Common Harmony

Cost 4 Atk 45 Def 25 HP 90 Reach Cross

Lore

The garden gave up waiting for spring and moved onto something reliable.

Linnet of the Lea

Linnet of the Lea

Spirit Uncommon Harmony

Cost 2 Atk 30 Def 20 HP 40 Reach Cross

When you play a Bond: draw 1

Lore

It sings introductions. "And THIS is —" it trills, and suddenly you've known each other for years.

Chorus Vole

Chorus Vole

Spirit Uncommon Harmony

Cost 3 Atk 30 Def 20 HP 50 Reach Cross

Chorus +10 Attack per adjacent ally (max +2)

Evolves into Fabled Maestra Vole, Conductor of Small Things

Lore

Alone it's a squeak. Beside friends it is, suddenly, the brass section.

Ring-Dancer Crane

Ring-Dancer Crane

Spirit Uncommon Harmony

Cost 3 Atk 45 Def 20 HP 50 Reach Wide

Lore

It dances the circle that brings rain, weddings, and people who haven't spoken in years back to the same table.

Warden of the Glade

Warden of the Glade

Spirit Uncommon Harmony

Cost 4 Atk 45 Def 20 HP 80 Reach Cross

Adjacent allies +10 Defense

Lore

Nothing bad has happened in the glade for three hundred years. The Warden would like to keep the streak.

Summerheart Bear

Summerheart Bear

Spirit Uncommon Harmony

Cost 5 Atk 80 Def 20 HP 105 Reach Cross

Lore

It hibernates through winter and radiates June the rest of the year. Standing near it counts as a holiday.

The Gathering Green

The Gathering Green

Spirit Rare Harmony

Cost 4 Atk 45 Def 25 HP 65 Reach Cross

On arrival: restore 10 HP to all allies · Chorus (max +1)

Evolves into Primal Verdure, Overrunning · Fabled Queen of the Quiet Garden

Lore

It arrives the way spring does — everywhere slightly, then suddenly entirely.

Choir of the Vale

Choir of the Vale

Spirit Rare Harmony

Cost 5 Atk 60 Def 25 HP 80 Reach Cross

Allied Song spirits +10/+10

Lore

Forty voices, one creature, zero soloists by unanimous vote.

Rondel, the Joining

Rondel, the Joining

Spirit Legendary Harmony

Cost 5 Atk 60 Def 25 HP 50 Reach Cross

[signature reach: ✶Crown] Your Bonds cost 0 · Bonded pairs share the higher Defense

Lore

Rondel has married people, rivers, arguments, and once two thunderstorms that are very happy now.

The Open Chord

The Open Chord

Evolution Harmony

Cost 3 Atk 60 Def 5 HP 50 Reach Wide

Arcane

arcane

Evolves from Duetling Primal

Lore

Both voices at once, unresolved, enormous, waiting for the room to finish it.

Duet Ascendant, Both Halves

Duet Ascendant, Both Halves

Evolution Harmony

Cost 2 Atk 30 Def 20 HP 50 Reach Cross

Your Bonds grant an extra +10 Defense

Evolves from Duetling Fabled

Lore

They finally met themselves, and the introduction lasted four seasons.

The Swelling Song

The Swelling Song

Evolution Harmony

Cost 3 Atk 60 Def 5 HP 40 Reach Burst

Arcane · Retaliates +10

arcane

Evolves from Rillsong Tadpole Primal

Lore

The brass section, unsupervised.

Maestra Vole, Conductor of Small Things

Maestra Vole, Conductor of Small Things

Evolution Harmony

Cost 3 Atk 45 Def 20 HP 50 Reach Cross

Chorus (max +3) · Adjacent allies gain Chorus (max +1)

Evolves from Chorus Vole Fabled

Lore

She conducts dew, gossip, heartbeats, queues. Everything keeps better time near her, including you.

Verdure, Overrunning

Verdure, Overrunning

Evolution Harmony

Cost 6 Atk 95 Def 5 HP 90 Reach Wide

On arrival: deal 10 to all adjacent enemies

Evolves from The Gathering Green Primal

Lore

Spring stopped asking permission.

Queen of the Quiet Garden

Queen of the Quiet Garden

Evolution Harmony

Cost 4 Atk 45 Def 25 HP 65 Reach Cross

Warded · Your Throughline grants an extra +10/+10

warded

Evolves from The Gathering Green Fabled

Lore

Her garden has no walls. It simply becomes garden wherever she is believed.

The Crescendo

The Crescendo

Evolution Harmony

Cost 5 Atk 95 Def 10 HP 65 Reach Burst

Arcane · On arrival: deal 10 to all adjacent enemies

arcane

Evolves from The Mountain Remembers Primal

Lore

The part of the song where the valley stands up.

Vale Eternal, the Standing Ovation

Vale Eternal, the Standing Ovation

Evolution Harmony

Cost 6 Atk 60 Def 25 HP 90 Reach Cross

Throughline completes: draw 2, gain 2 Anima

Evolves from Vesper, Last Singer of the Salt Choir Fabled

Lore

The song ended an age ago. The vale is still applauding, politely, forever, and the flowers take bows in shifts.

Mend

Mend

Ritual Common Harmony

Cost 1

Restore 30 HP to a spirit

Lore

Needle, thread, the good knot your grandmother knew. Works on sleeves, wings, afternoons.

Round

Round

Ritual Common Harmony

Cost 1

Two adjacent allies +10 Attack this round

Lore

A rhyme to start it: *you begin, I'll come in, no one's out when all are in.*

Gather In

Gather In

Ritual Common Harmony

Cost 2

Draw 1; if you control a Bond, draw 2

Lore

Someone rang the supper bell and meant everyone.

Harvest Together

Harvest Together

Ritual Uncommon Harmony

Cost 2

Gain 1 Anima per adjacent allied pair (max 4)

Lore

Many hands, one orchard, and the ladder holds because three friends hold the ladder.

Symphony

Symphony

Ritual Rare Harmony

Cost 4

All allies +10/+10 this round and restore 10 HP

Lore

Every part at once, and somehow also yours.

Held Hands

Held Hands

Bond Common Harmony

Cost 1

Pair: +10 Defense each

Lore

The oldest spell. Casts instantly. Lasts variably. Renewable.

Promise

Promise

Bond Uncommon Harmony

Cost 2

Once: if one would Fade, the other takes the damage instead

Lore

"I'll take it," she said, before knowing what it was. That's what the word means.

The Trellis

The Trellis

Landmark Uncommon Harmony

Cost 2

Allies here and adjacent +10 Defense; Harmony spirits here restore 1 at Flow

Lore

Things grow taller honestly when there's something patient to lean on.

Surprise Party

Surprise Party

Fabrication Common Harmony

Cost 1

Bluff — revealed: adjacent allies +10/+10 this round

Lore

They hid badly and on purpose. The surprise is that you're loved; it works every time.

Welcome Mat

Welcome Mat

Fabrication Uncommon Harmony

Cost 2

Trap — engage is spent; restore 20 HP to one of your spirits

Lore

It says it and means it. People who came to do harm wipe their feet, lose the thread, and end up staying for tea.

The Long Table

The Long Table

Fabrication Rare Harmony

Cost 3

Reveal at will — becomes a Landmark: adjacent allies +10 Defense

Lore

It unfolds itself when the count of friends exceeds the chairs. There were always going to be more friends.

Cinderling

Cinderling

Spirit Common Fury

Cost 1 Atk 30 Def 10 HP 25 Reach Cross

Lore

"You're quite small," observed the candle. "I am EARLY," said the Cinderling, "in my CAREER." — the candle has since been promoted to bonfire by association. The Cinderling takes full credit. The Cinderling takes full credit for most things. The Cinderling is, infuriatingly, sometimes right.

Spark Shrew

Spark Shrew

Spirit Common Fury

Cost 1 Atk 30 Def 5 HP 25 Reach Cross

Mobile

mobile

Lore

Fastest temper in the Memory; over before the leaf it kicked stops spinning.

Bristleboar

Bristleboar

Spirit Common Fury

Cost 2 Atk 60 Def 5 HP 50 Reach Lance

Lore

It charges first and remembers what at *during*. Wins arguments by arriving.

Ashcub

Ashcub

Spirit Common Fury

Cost 2 Atk 45 Def 10 HP 40 Reach Cross

When this defeats an enemy: restore 10 HP

Evolves into Primal Wildfire, Loosed

Lore

Every scrap leaves it warmer. Its mother says it has "a healthy appetite for consequences."

Charging Auroch

Charging Auroch

Spirit Common Fury

Cost 3 Atk 60 Def 10 HP 65 Reach Lance

Lore

The fence-makers' guild has a fund named after it.

Flarewing Drake

Flarewing Drake

Spirit Common Fury

Cost 3 Atk 80 Def 5 HP 50 Reach Lance

Arcane

arcane

Lore

It writes its signature across the sky and dares the sky to mind.

Ironback Sow

Ironback Sow

Spirit Common Fury

Cost 4 Atk 60 Def 20 HP 90 Reach Cross

Lore

She raised four litters in a lightning-field. She is done being surprised by anything, including you.

Frenzy Kit

Frenzy Kit

Spirit Uncommon Fury

Cost 2 Atk 45 Def 5 HP 50 Reach Cross

Mobile · Frenzy +10 Attack while damaged

mobile

Lore

Pain makes it *louder*. Its littermates learned to apologize mid-pounce.

Brand-Bearer Macaque

Brand-Bearer Macaque

Spirit Uncommon Fury

Cost 3 Atk 60 Def 5 HP 50 Reach Lance

Relentless this spirit's Momentum chains continue while defeats continue

relentless

Evolves into Primal The Stampede

Lore

It stole a burning brand from the first fire and has been winning arguments with it ever since. Sparkfather pretends to want it back; grandfathers spoil.

Flanking Jackal

Flanking Jackal

Spirit Uncommon Fury

Cost 3 Atk 80 Def 10 HP 50 Reach Slant

Lore

It has never once been where you were looking. It considers this basic courtesy of the hunt.

Ragewoken Bison

Ragewoken Bison

Spirit Uncommon Fury

Cost 4 Atk 80 Def 5 HP 80 Reach Lance

On arrival: may pay 20 HP to engage twice

Lore

Do not wake it. It agrees, too late, every time.

Kilnhorn Rhino

Kilnhorn Rhino

Spirit Uncommon Fury

Cost 5 Atk 95 Def 20 HP 90 Reach Lance

Lore

Its horn was fired in a kiln by a potter with grievances. Both are satisfied with the result.

Sparkfather Vermilion

Sparkfather Vermilion

Spirit Rare Fury

Cost 4 Atk 80 Def 10 HP 65 Reach Cross

Your spirits' first engage also gets the Momentum bonus

Evolves into Primal Conflagration

Lore

Old fox of the first fire. Every torch in the Memory is, technically, his grandchild, and he attends the lightings.

Bullroarer Immense

Bullroarer Immense

Spirit Rare Fury

Cost 5 Atk 95 Def 10 HP 80 Reach Lance

Frenzy · On arrival: 10 damage to ALL other spirits

Evolves into Primal The Red Field Itself

Lore

You hear it through your feet first. Negotiations start and end there.

Ignis Brightmaw, the Unfinished Argument

Ignis Brightmaw, the Unfinished Argument

Spirit Legendary Fury

Cost 5 Atk 95 Def 10 HP 50 Reach Cross

[signature reach: ✶Comet] Frenzy · Relentless

relentless

Lore

"You're wrong," said the mountain. "PROVE IT," said Ignis. "No," said the mountain. — Ignis circled the mountain for a year, presenting evidence. The mountain remains unmoved. Ignis remains unfinished. Privately — and this is the only private thing about Ignis — it respects the mountain enormously. What's the point of a fire nothing can hold? (See: Crucible. Ignis refuses to.)

Wildfire, Loosed

Wildfire, Loosed

Evolution Fury

Cost 4 Atk 80 Def 5 HP 50 Reach Lance

Arcane

arcane

Evolves from Ashcub Primal

Lore

The cub's appetite, off the leash of the cub.

Embermane, First of the Pride

Embermane, First of the Pride

Evolution Fury

Cost 3 Atk 60 Def 5 HP 50 Reach Lance

Momentum chains give +20 Attack instead of +1

Evolves from Emberkit Fabled

Lore

The cub grew into the story its mother told about it, which was the plan all along.

The Stampede

The Stampede

Evolution Fury

Cost 5 Atk 95 Def 5 HP 65 Reach Wide

Evolves from Brand-Bearer Macaque Primal

Lore

One became the argument; the argument became everyone.

Pyrrhic, the Laughing Brand

Pyrrhic, the Laughing Brand

Evolution Fury

Cost 4 Atk 80 Def 5 HP 50 Reach Lance

Relentless · No retaliation on its second chain

relentless

Evolves from The Sky's Whole Weight Fabled

Lore

He wins. He always wins. Ask him what it cost and he laughs and shows you the bill, proudly, like a trophy.

Conflagration

Conflagration

Evolution Fury

Cost 4 Atk 95 Def 5 HP 50 Reach Burst

Arcane

arcane

Evolves from Sparkfather Vermilion Primal

Lore

The family reunion, all torches attending at once.

Standard-Bearer of the Burn

Standard-Bearer of the Burn

Evolution Fury

Cost 5 Atk 80 Def 20 HP 65 Reach Cross

Allied Flame spirits +10 Attack

Evolves from The Long Coronation Fabled

Lore

She carries the first flame forward so the young fires don't get lost.

The Red Field Itself

The Red Field Itself

Evolution Fury

Cost 6 Atk 110 Def 10 HP 65 Reach Burst

Evolves from Bullroarer Immense Primal

Lore

The battlefield got tired of hosting and joined in.

Warden-Breaker, Crowned in Smoke

Warden-Breaker, Crowned in Smoke

Evolution Fury

Cost 6 Atk 95 Def 10 HP 80 Reach Lance

Arcane · Defeating a Warded enemy: +20/+20

arcane warded

Evolves from The Long Coronation Fabled

Lore

Walls describe him to each other in hushed mortar. He bows to the ones that held longest.

Kindle

Kindle

Ritual Common Fury

Cost 1

Your next spirit to arrive this turn gets +20 Attack this round

Lore

A rhyme for cold mornings: *little spark, do your work — one warm word and the whole day's lit.*

Reckless Charge

Reckless Charge

Ritual Common Fury

Cost 1

A spirit may engage now; it takes +1 retaliation

Lore

The plan is GO. The contingency is ALSO GO.

Stoke

Stoke

Ritual Common Fury

Cost 2

Deal 10 damage to your spirit; gain 2 Anima

Lore

Feed the fire something that matters and it pays you back in heat.

War Roar

War Roar

Ritual Uncommon Fury

Cost 2

All your Beast spirits +10 Attack this round

Lore

Less a sound than a unanimous decision.

Eruption

Eruption

Ritual Rare Fury

Cost 4

20 damage to every enemy adjacent to your Flame spirits

Lore

The mountain had been polite for centuries. Had.

Rivals' Pact

Rivals' Pact

Bond Common Fury

Cost 1

Pair: +10 Attack each while both damaged

Lore

"After we win, I'm beating you specifically." "Counting on it."

Pack Tactics

Pack Tactics

Bond Uncommon Fury

Cost 2

When one engages, the other first chips 10 damage to the target if in Reach

Lore

One in front of you. One already behind you. That's the whole textbook.

Ashfield

Ashfield

Landmark Uncommon Fury

Cost 2

Spirits placed here may engage twice on arrival; +1 retaliation taken here

Lore

Ground that remembers every charge made across it and slopes downhill in your favor, always, somehow.

Smoke

Smoke

Fabrication Common Fury

Cost 1

Bluff — revealed: you draw 1

Lore

Where there's smoke there's fire, they say. Sometimes there's just smoke, and a creature betting you won't risk being wrong. You go and look. You always go and look.

Buried Ember

Buried Ember

Fabrication Uncommon Fury

Cost 2

Trap — engager takes 20 damage

Lore

The campfire was out. The campfire was *declared* out. The campfire had a dissenting opinion.

The Provocation

The Provocation

Fabrication Uncommon Fury

Cost 2

Trap — engager must immediately engage again at −10 Attack if any target is in Reach

Lore

A note, nailed up, containing your name and three accurate criticisms.

Pebbling

Pebbling

Spirit Common Resolve

Cost 1 Atk 0 Def 20 HP 40 Reach Cross

Lore

It cannot be moved. It can be *carried*, but it will be back, and it will not discuss it.

Watchful Marmot

Watchful Marmot

Spirit Common Resolve

Cost 1 Atk 15 Def 20 HP 25 Reach Cross

Lore

INCIDENT REPORT, filed in triplicate, author: self. "Incidents: zero. Suspicious clouds: four (dispersed). Perimeter: held. Commendation: requested." — it has filed nine hundred of these. The keepers approve every one. Somewhere along the line, it stopped being a joke. Nothing has ever snuck past. Nothing has tried. *Vigilance.*

Cragstep Goat

Cragstep Goat

Spirit Common Resolve

Cost 2 Atk 30 Def 20 HP 40 Reach Spire

Mobile

mobile

Lore

There is no ledge. It is standing on the *concept* of a ledge, chewing.

Oathling

Oathling

Spirit Common Resolve

Cost 2 Atk 15 Def 20 HP 50 Reach Cross

Steadfast

steadfast

Evolves into Fabled Oathkeeper Adamant

Lore

It made one promise, very young, and grew around the promise like a tree around a fencepost.

Shieldback Pangolin

Shieldback Pangolin

Spirit Common Resolve

Cost 3 Atk 30 Def 25 HP 65 Reach Cross

Lore

Each scale was a worry once. Look how useful they turned out.

Warded Ram

Warded Ram

Spirit Common Resolve

Cost 3 Atk 45 Def 10 HP 60 Reach Cross

Warded

warded

Lore

Curses slide off its wool. So do compliments. It maintains the equilibrium proudly.

Rampart Elephant

Rampart Elephant

Spirit Common Resolve

Cost 4 Atk 45 Def 25 HP 90 Reach Cross

Lore

Towns negotiate for it to nap against their weak wall.

Cairnling Sentinel

Cairnling Sentinel

Spirit Uncommon Resolve

Cost 2 Atk 15 Def 20 HP 50 Reach Cross

Enemies engaging this take +1 retaliation

Lore

Stack three stones and one will volunteer to keep watch. This is the one. Every cairn has one.

Bulwark Badger

Bulwark Badger

Spirit Uncommon Resolve

Cost 3 Atk 30 Def 20 HP 50 Reach Cross

Bulwark adjacent allies +10 Defense

Evolves into Fabled Badgermarshal of the Last Line

Lore

It dug the line. It holds the line. The line is, technically, its living room.

Spirewatch Ibis

Spirewatch Ibis

Spirit Uncommon Resolve

Cost 3 Atk 45 Def 20 HP 50 Reach Spire

Lore

From the spire it sees both ends of every promise being kept, and files them.

Anchorite Ox

Anchorite Ox

Spirit Uncommon Resolve

Cost 4 Atk 30 Def 25 HP 65 Reach Cross

Steadfast · Unyielding the first time each match it would be banished, it stays at 10 HP

steadfast

Lore

It walled itself into the pass on purpose. Hermits pray *to be left alone*; the Ox prays *that nothing gets through*. So far, both granted.

Citadel Mammoth

Citadel Mammoth

Spirit Uncommon Resolve

Cost 5 Atk 60 Def 25 HP 105 Reach Cross

Lore

Generations are born, argue, and reconcile on its back. It walks four steps a year and they hold festivals for each one.

The Patient Arbiter

The Patient Arbiter

Spirit Rare Resolve

Cost 4 Atk 30 Def 25 HP 60 Reach Cross

Warded · Enemies that engage this −10 Attack permanently

warded

Evolves into Fabled Arbiter Imperishable

Lore

It hears both sides. It hears them again. Aggressors leave smaller, somehow, each time.

The Graven Elder

The Graven Elder

Spirit Rare Resolve

Cost 5 Atk 45 Def 25 HP 90 Reach Cross

Bulwark · Steadfast · +20 Defense while undamaged

steadfast

Evolves into Fabled Elder of the Unbroken Watch

Lore

The mountain's grandfather. Weather asks it for permission, usually granted, occasionally not — remember the calm year?

Adamant, the Kept Word

Adamant, the Kept Word

Spirit Legendary Resolve

Cost 6 Atk 45 Def 25 HP 70 Reach Cross

[signature reach: ✶Bastion] Warded · Steadfast · Allies in Reach take −10 damage from all sources

warded steadfast

Lore

Someone once asked Adamant what the word *was*. Adamant said: "Kept." That's all anyone gets, and it is enough, and it is everything.

Bedrock, Risen

Bedrock, Risen

Evolution Resolve

Cost 3 Atk 30 Def 20 HP 65 Reach Cross

Steadfast · Retaliates +10

steadfast

Evolves from Pebble-Underfoot Primal

Lore

The promise, with the planet behind it.

Oathkeeper Adamant

Oathkeeper Adamant

Evolution Resolve

Cost 2 Atk 15 Def 20 HP 45 Reach Cross

Steadfast · Warded · Adjacent allies are Steadfast

warded steadfast

Evolves from Oathling Fabled

Lore

The Oathling grew up. The fencepost it grew around is in there somewhere, honored.

The Unmoved

The Unmoved

Evolution Resolve

Cost 4 Atk 30 Def 10 HP 90 Reach Cross

Steadfast · Retaliates +20

steadfast

Evolves from Pebble-Underfoot Primal

Lore

The trench became a philosophy.

Badgermarshal of the Last Line

Badgermarshal of the Last Line

Evolution Resolve

Cost 3 Atk 30 Def 20 HP 65 Reach Cross

Bulwark · Adjacent allies take −1 from Momentum chains

Evolves from Bulwark Badger Fabled

Lore

"Fall back to me," the Badgermarshal says, "and then stop falling."

Verdict, Absolute

Verdict, Absolute

Evolution Resolve

Cost 5 Atk 80 Def 5 HP 80 Reach Cross

Steadfast · On arrival: deal 10 to one enemy in reach

steadfast

Evolves from The Mountain Remembers Primal

Lore

Deliberation ended.

Arbiter Imperishable

Arbiter Imperishable

Evolution Resolve

Cost 3 Atk 30 Def 25 HP 60 Reach Cross

Warded · Steadfast · Your spirits can't be pushed

warded steadfast

Evolves from The Patient Arbiter Fabled

Lore

It has outlasted every argument brought before it, including erosion's.

Orogeny

Orogeny

Evolution Resolve

Cost 6 Atk 60 Def 20 HP 115 Reach Cross

Steadfast · Retaliates +10

steadfast

Evolves from The Mountain Remembers Primal

Lore

The grandfather stood up. Geography rescheduled.

Elder of the Unbroken Watch

Elder of the Unbroken Watch

Evolution Resolve

Cost 5 Atk 45 Def 25 HP 90 Reach Cross

Bulwark · At your Flow: restore 10 HP to adjacent allies

Evolves from The Graven Elder Fabled

Lore

It has never once slept on duty. It has never once been off duty. It does not understand the question.

Hold Fast

Hold Fast

Ritual Common Resolve

Cost 1

A spirit +20 Defense this round

Lore

The word the rope-makers braid into the good rope.

Close Ranks

Close Ranks

Ritual Common Resolve

Cost 1

Two adjacent allies +10 Defense this round

Lore

Shoulder finds shoulder. The gap files a complaint; the complaint is denied.

Patience

Patience

Ritual Common Resolve

Cost 2

Gain 1 Anima now and 1 at your next Flow

Lore

A rhyme the masons hum: *stone today, stone tomorrow — walls are made of patience, borrowed.*

Stand Ground

Stand Ground

Ritual Uncommon Resolve

Cost 2

Your spirits can't be pushed or moved this round; draw 1

Lore

The ground, consulted, agrees to do most of the standing.

The Long Watch

The Long Watch

Ritual Rare Resolve

Cost 4

A spirit gains Warded, Steadfast, and +0/+20 permanently

warded steadfast

Lore

Take the cloak. Take the horn. Wake me never.

Shoulder to Shoulder

Shoulder to Shoulder

Bond Common Resolve

Cost 1

Pair: +10 Defense each; both Steadfast

steadfast

Lore

The wall is us, the us is wall — the old chant, two voices minimum.

Sworn Shields

Sworn Shields

Bond Uncommon Resolve

Cost 2

Pair shares the higher Defense while adjacent

Lore

Your dent is my dent. Heraldry to follow.

The Old Wall

The Old Wall

Landmark Uncommon Resolve

Cost 2

Spirits here +20 Defense, −10 Attack; Resolve spirits ignore the −1

Lore

Nobody remembers what it kept out. It worked, is what they remember.

Decoy Cairn

Decoy Cairn

Fabrication Common Resolve

Cost 1

Bluff — revealed: gain 1 Anima

Lore

Three stones pretending to be a guardian. The pretense is load-bearing.

The Toll

The Toll

Fabrication Uncommon Resolve

Cost 2

Trap — engager's owner pays 2 Anima or the engage is spent

Lore

The bridge troll retired and left a jar and an honor system with teeth.

The Door That Holds

The Door That Holds

Fabrication Uncommon Resolve

Cost 2

Trap — engage is spent; this becomes a Landmark: +20 Defense here

Lore

It isn't locked. It has simply decided.

Latchling

Latchling

Spirit Uncommon Neutral

Cost 2 Atk 20 Def 20 HP 40 Reach Cross

Attune

Lore

It belongs to whoever stands still long enough. Currently: you. Congratulations and condolences.

Static Hare

Static Hare

Spirit Uncommon Neutral

Cost 3 Atk 30 Def 30 HP 40 Reach Slant

Attune · Mobile

mobile

Lore

It exists between stations. Tune carefully and it's a hare; tune badly and it's a weather report from somewhere unlicensed.

Patchwork Egret

Patchwork Egret

Spirit Uncommon Neutral

Cost 3 Atk 30 Def 30 HP 40 Reach Cross

Attune

Lore

Assembled from donated feathers after the flood. Flies fine. Sings in six borrowed voices, all grateful.

The Unfiled

The Unfiled

Spirit Rare Neutral

Cost 4 Atk 30 Def 40 HP 50 Reach Cross

Attune · When Attuned: draw 1

Lore

The Archive has a drawer for everything. This came out of the gap behind the drawers. Pell filed a report; the report is now also missing.

Errata

Errata

Spirit Rare Neutral

Cost 4 Atk 30 Def 30 HP 50 Reach Slant

Attune · Counts as every Imprint for Throughlines

Lore

A correction that achieved independence. It goes around fixing things that weren't wrong, beautifully.

The First Forgotten

The First Forgotten

Spirit Legendary Neutral

Cost 5 Atk 40 Def 30 HP 50 Reach Cross

[signature reach: ✶Leap] Attune · Enemies have no Resonance edge against your spirits

Lore

Before the Solace, before the Archive, something was forgotten the ordinary way — and forgave everyone, and stayed. It remembers being remembered. It can wait.

Deep Breath

Deep Breath

Ritual Common Neutral

Cost 1

Gain 2 Anima

Lore

In through the nose, out through the everything.

Quiet Step

Quiet Step

Ritual Common Neutral

Cost 1

Move one of your spirits 1 tile

Lore

The floorboard saw you and said nothing. Tip it later.

Recollection

Recollection

Ritual Common Neutral

Cost 2

Draw 2

Lore

It's all still there. The shelf was just taller than you were, then.

Scrub the Margin

Scrub the Margin

Ritual Uncommon Neutral

Cost 2

Remove one impression

Lore

Some notes shouldn't survive the final draft. The Archive issues the good erasers sparingly.

Trade Winds

Trade Winds

Ritual Uncommon Neutral

Cost 3

Both players draw 1; you gain 1 Anima

Lore

The wind carries yours away and someone else's in, and somehow everyone's better read by evening.

The Library Remembers

The Library Remembers

Ritual Legendary Neutral

Cost 5

Put any spirit that fully dissolved this match into your hand; it costs 2 less

Lore

The request slip came back stamped **FOUND**, in ink still warm. Attached, a note in a librarian's hand no one alive has met: *"Nothing is ever lost. Misfiled, often. Loved things double-shelve themselves. Try under your name."* Pell read it four times, then went and stood in the stacks for a while, for no reason he wrote down.

Strangers No More

Strangers No More

Bond Common Neutral

Cost 1

Pair: +10 Defense each

Lore

There's a word for people who shared one umbrella, one delay, one impossible afternoon. Several words, actually. They're trying them out.

Common Cause

Common Cause

Bond Common Neutral

Cost 1

Pair: when either defeats an enemy, both +10 Attack this round

Lore

They disagree on everything except the thing in front of them, which is enough, which is plenty.

Twin Telling

Twin Telling

Bond Rare Neutral

Cost 3

Pair: each counts as having the other's Imprints

Lore

Two narrators, one story, told simultaneously without rehearsal and without error. The Archive has questions. The twins have a look they share instead of answers.

Unbreakable

Unbreakable

Bond Rare Neutral

Cost 3

Pair: this Bond doesn't break unless the pair is separated by more than 1 tile; while Bonded, the pair counts as adjacent (Throughlines, Chorus, all adjacency effects)

Lore

Tested by distance, weather, committee, and one extremely determined goat. Intact.

The Old Friendship

The Old Friendship

Bond Legendary Neutral

Cost 4

Pair: +10/+10 each; if one fully dissolves, the other may evolve, ignoring the Imprint rule

Lore

"Remember when—" "Yes." "I hadn't finished." "Still yes." — some bonds outlive their reasons, their owners, and on the evidence of this card, their endings. The Archive lists no origin for it. The Archive lists no origin for most true things.

Borrowed Courage

Borrowed Courage

Bond Uncommon Neutral

Cost 2

Pair: the lower-Attack spirit uses the higher Attack

Lore

"Take mine," she said. "I'm not using it till Thursday."

Wellspring

Wellspring

Landmark Common Neutral

Cost 1

Occupant's owner gains +1 Anima at Flow

Lore

The Memory keeps a faucet of itself here, for travelers and other emergencies.

High Ground

High Ground

Landmark Common Neutral

Cost 1

+10 Attack here

Lore

Whoever holds it speaks last in the argument, which is the same as winning.

Mire

Mire

Landmark Common Neutral

Cost 1

−10 Attack here; no Momentum chains from here

Lore

The ground here votes against momentum. All momentum. It's not personal; it's policy.

Old Tree

Old Tree

Landmark Common Neutral

Cost 1

+10 Defense here

Lore

It has stood through four retellings of this Memory and intends to be in the fifth. Lean here.

Hearth

Hearth

Landmark Common Neutral

Cost 1

Restore 10 HP here at Flow

Lore

The fire's lit before you arrive. That's the whole magic, and it's the biggest one.

Waystone

Waystone

Landmark Common Neutral

Cost 1

Mobile spirits may move 2 from here

mobile

Lore

Touch it and the road remembers you the rest of the way.

Mirror Pool

Mirror Pool

Landmark Uncommon Neutral

Cost 2

Engaging into here: attacker takes 10 damage first

Lore

It shows the attacker the attack. Most apologize to themselves and leave.

Beacon

Beacon

Landmark Uncommon Neutral

Cost 2

Adjacent Fabrications are revealed

Lore

Lies need shadows. The Beacon is a strong opinion about shadows.

Crossroads

Crossroads

Landmark Uncommon Neutral

Cost 2

Spirits here gain Mobile

mobile

Lore

Stand here and every direction starts negotiating for you.

Shrine of the Nameless

Shrine of the Nameless

Landmark Uncommon Neutral

Cost 2

Spirits Fading here may fuel evolutions without sharing an Imprint

Lore

For everyone who faded before the Archive learned their names. Leave a stone; take a strength.

The Confluence

The Confluence

Landmark Legendary Neutral

Cost 3

Spirits here +10/+10 and count as adjacent to all four diagonals

Lore

Where retellings meet, neither yields and neither breaks. The water has worked out what the Narrators are still fighting about: you can share a bed without sharing a color. Spirits who stand here come away larger, and slightly more reasonable.

Faultline

Faultline

Landmark Rare Neutral

Cost 3

When a spirit fully dissolves here: 10 damage to all adjacent spirits

Lore

The Memory healed wrong here, once. Step lightly; it remembers impact.

Nothing, Really

Nothing, Really

Fabrication Common Neutral

Cost 1

Bluff — no effect

Lore

Asked what it was hiding, it said the truth: nothing. The pause before believing it costs you the round.

Loose Thread

Loose Thread

Fabrication Common Neutral

Cost 1

Bluff — revealed: you draw 1

Lore

Pull it. PULL it. You won't. Someone will.

Paper Sentinel

Paper Sentinel

Fabrication Common Neutral

Cost 2

Bluff — revealed: the engage is spent

Lore

A guard drawn well enough to be saluted twice daily. Its shift never ends because its artist loved it.

Spare Memory

Spare Memory

Fabrication Common Neutral

Cost 2

Bluff — revealed: gain 2 Anima

Lore

The Archive keeps a few blanks for emergencies. Finding one is like finding money in winter's coat.

The Perfect Lie

The Perfect Lie

Fabrication Legendary Neutral

Cost 3

Trap — take control of the engaging spirit if its Cost ≤3

Lore

So well told that the spirit who walks into it decides it was always true, and stays, content. The keepers debate the ethics quietly. The lie doesn't.

The Blank Page

The Blank Page

Fabrication Legendary Neutral

Cost 3

Trap — the engager loses all printed Traits and Keywords permanently

Lore

"It's not empty," said Dreamer Juno, packing to leave the exhibit early. "It's *hungry.*" Juno declined to elaborate. Juno, who annotates everything, left the margin blank. The margin has stayed blank. Margins around it tend to.

Saffi, Who Lends the Sky

Saffi, Who Lends the Sky

Caller Rare Wonder

Cost 3 Atk 40 Def 20 HP 50 Reach Cross

Call: Twinkle, a Borrowed Star

Lore

She runs a lending library with a single item. "Return it by morning," she says, stamping nothing onto nothing, very officially. "It gets homesick." The star has been borrowed four thousand times. It has been returned four thousand times. This is, Saffi will tell you, an *excellent* record.

Embermother Ash

Embermother Ash

Caller Rare Fury

Cost 3 Atk 55 Def 10 HP 50 Reach Lance

Call: Cinder-Pup

Lore

She carries Cinder-Pup in a forge-leather sling and three opinions in reserve. "He's not *trouble*," she says. "He's *kindling*."

The Ferrier's Daughter

The Ferrier's Daughter

Caller Rare Sorrow

Cost 3 Atk 30 Def 20 HP 60 Reach Veil

Call: Droplet

Lore

She poles the small crossings her father won't take: puddle to puddle, eye to handkerchief. Droplet rides the prow.

Choirmother Lark

Choirmother Lark

Caller Rare Harmony

Cost 3 Atk 40 Def 20 HP 50 Reach Cross

Call: Hum

Lore

She raised Hum from a hum. "Everyone arrives mid-song," she says. "Find your entrance."

Marionettist Grey

Marionettist Grey

Caller Rare Fear

Cost 3 Atk 45 Def 15 HP 50 Reach Slant

Call: Jitters

Lore

Jitters runs ahead; Grey holds the slack. "I never pull," Grey says. "I *suggest*."

Cairnwright Odo

Cairnwright Odo

Caller Rare Resolve

Cost 3 Atk 30 Def 20 HP 50 Reach Cross

Call: Chip

Lore

He builds the small watchers and gives them their one job each. Chip got "stay." Chip is the best at it.

What's That?

What's That?

Ritual Common Wonder

Cost 1

Look at a face-down Fabrication, or look at your top 2 cards

Lore

The oldest question in the Memory, and still undefeated.

Again!

Again!

Ritual Common Fury

Cost 2

Your next arrival this turn may engage a second target in its Reach at −10 Attack

Lore

The battle-cry of toddlers and conquerors. Identical inflection.

Remember Them

Remember Them

Ritual Uncommon Sorrow

Cost 2

Draw 1 for each ally that fully dissolved this turn (max 2)

Lore

The Ferrier's one rule for passengers: say the names on the crossing. The boat goes steadier for it.

Hold the Note

Hold the Note

Ritual Common Harmony

Cost 1

Two Bonded spirits restore 20 HP each

Lore

The duet holds the chord until the hurt finishes leaving. Breathing is permitted; stopping is not.

Behind You

Behind You

Ritual Uncommon Fear

Cost 2

Swap the positions of two adjacent enemy spirits

Lore

Not a warning. A rearrangement.

Dig In

Dig In

Ritual Common Resolve

Cost 1

A spirit gains Steadfast and +10 Defense this round

steadfast

Lore

Supper or siege, the verb is the same and the commitment identical.

Stargazing Together

Stargazing Together

Bond Uncommon Wonder

Cost 2

Pair: Reach +1 in all directions while adjacent (targeting only)

Lore

The sky is 90% bigger when shared. Astronomers dispute the figure; friends don't.

Race You

Race You

Bond Common Fury

Cost 1

Pair: whichever engages first each round grants the other +10 Attack that round

Lore

Nobody has ever finished one of these races. The finish line keeps moving out of respect.

The Long Walk

The Long Walk

Bond Rare Sorrow

Cost 2

Pair: when one fully dissolves, the survivor restores 30 HP

Lore

They walked each other home for years. The night one path ended, the other learned to be twice as long.

Call and Answer

Call and Answer

Bond Common Harmony

Cost 1

Pair: when one is engaged, the other gets +10 Attack this round

Lore

One voice rises; the other was already inhaling. That's how you know it's old.

Co-Conspirators

Co-Conspirators

Bond Uncommon Fear

Cost 2

Pair: adjacent enemy spirits get −10 Attack

Lore

They know something. They will not say what. Adjacent parties report sudden self-doubt.

Oathbound

Oathbound

Bond Uncommon Resolve

Cost 2

Pair: both Warded while adjacent

warded

Lore

The vow has paperwork. The paperwork has a seal. The seal glows when tested.

Skylight

Skylight

Landmark Uncommon Wonder

Cost 2

Reach +1 from here (targeting only); Wonder spirits here gain Arcane

arcane

Lore

Someone cut a window in the Memory's ceiling. The view goes both ways; the light doesn't mind.

The Bellows

The Bellows

Landmark Uncommon Fury

Cost 2

+10 Attack here; Flame spirits +20 instead

Lore

The valley breathes here. Stand in the exhale if you're cold; the inhale if you're brave.

Rainpool

Rainpool

Landmark Uncommon Sorrow

Cost 2

Spirits Fading here trigger Parting effects twice

Lore

Farewells said over this water carry twice as far. The rain collects them; the pool remembers delivery addresses.

Common Ground

Common Ground

Landmark Uncommon Harmony

Cost 2

Bonds that include a spirit here cost 0

Lore

Boundary-stones from forty old quarrels, laid flat to make one floor. Dancing occurs.

The Long Shadow

The Long Shadow

Landmark Uncommon Fear

Cost 2

Your Fabrications adjacent to here cost 1 less

Lore

Cast by nothing visible, kept by everyone who needs an afternoon's privacy.

The Threshold

The Threshold

Landmark Uncommon Resolve

Cost 2

Spirits here can't be pushed; first engagement against each per round deals −10

Lore

Cross it and you're *in*, and being in means something here. Door sold separately; never needed.

A Distant Light

A Distant Light

Fabrication Common Wonder

Cost 1

Bluff — revealed: look at your top 2, take 1

Lore

It might be home. It might be a lantern on a pole and a long laugh later. Worth walking toward either way — that's the design flaw in hope, or the feature.

Short Fuse

Short Fuse

Fabrication Uncommon Fury

Cost 2

Trap — engager takes 10 damage and is pushed back 1

Lore

Length is honesty. This one's honest about exactly one second.

Message in a Bottle

Message in a Bottle

Fabrication Common Sorrow

Cost 1

Bluff — revealed: draw 1, then you may bottom 1

Lore

It's addressed to whoever opens it, which is the most efficient postal system ever devised.

Picnic Blanket

Picnic Blanket

Fabrication Common Harmony

Cost 1

Bluff — revealed: adjacent allies restore 10 HP

Lore

Checkered, weighted at the corners with good stones, and absolutely a trap in the sense that you will stay an hour longer than planned.

Something's Watching

Something's Watching

Fabrication Rare Fear

Cost 3

Trap — engager −10 Attack this round and can't engage next round

Lore

There's no proof. There's never proof. There's just the back of your neck, voting.

Standing Stones

Standing Stones

Fabrication Uncommon Resolve

Cost 2

Trap — engage is spent; engager is pushed back 1

Lore

They were here before the path and they'll out-stand your hurry. Go around. Everyone goes around.

Unwritten Wolf

Unwritten Wolf

Unwritten Neutral

Cost 3 Atk 40 Def 20 HP 40 Reach Lance

the pack absence

Lore

"Do not describe it in your notes," writes Pell, describing it. "Description feeds it nothing. But the silence after — the silence is louder. Cross out this entry. I can't. Crossing out is how it got here."

The Smudge

The Smudge

Unwritten Neutral

Cost 1 Atk 10 Def 10 HP 30 Reach Cross

blurs adjacent names (cosmetic dread)

Lore

*Where it passes, the labels run. Pell relabeled the same jar four times, then labeled it "jar?", then sat down for a while.*

Margin Stalker

Margin Stalker

Ill Intent Neutral

Cost 2 Atk 30 Def 10 HP 30 Reach Veil

enters from rim tiles only

Lore

*It does not enter the story. It patrols the edge where the story stops being told.*

Sentence Fragment

Sentence Fragment

Unwritten Neutral

Cost 2 Atk 30 Def 10 HP 30 Reach Slant

steals a word when it unwrites

Lore

"The dog ran—" "The dog ran—" "*Please,*" it says, in stolen type, "how does it end?" — the Unwritten are not all hungry. Some are only unfinished, which turns out to be the same thing from the inside; the hungry ones we call the ill intent.

The Almost

The Almost

Unwritten Neutral

Cost 3 Atk 30 Def 30 HP 40 Reach Cross

−10 Attack to enemies adjacent (doubt)

Lore

*Survivors agree on nothing except the feeling: it nearly had a face you knew.*

Null Choir

Null Choir

Unwritten Neutral

Cost 4 Atk 30 Def 30 HP 60 Reach Wide

silences Chorus/Song traits adjacent

Lore

*They stand in rows and do not sing, in perfect harmony.*

What's-Its-Name

What's-Its-Name

Unwritten Neutral

Cost 2 Atk 20 Def 20 HP 40 Reach Cross

can't be targeted by Rituals (unnameable)

Lore

*Three keepers have named it. The names are gone. The keepers are fine, except when asked what they named it.*

The Misremembered

The Misremembered

Unwritten Neutral

Cost 3 Atk 40 Def 20 HP 40 Reach Slant

copies the printed A/D of the last spirit it fought

Lore

*It was definitely bigger. Or smaller. It was definitely.*

Page-Eater

Page-Eater

Ill Intent Neutral

Cost 4 Atk 40 Def 30 HP 50 Reach Lance

eats an impression when it moves onto one

Evolves into Primal The Long Erasure

Lore

*Where it grazed, the Memory simply skips. Witnesses describe the sound of paper, then describe nothing.*

Lacuna

Lacuna

Ill Intent Neutral

Cost 4 Atk 30 Def 40 HP 40 Reach Spire

adjacent tiles can't gain new impressions

Lore

*It is the gap. The gap has learned to stand where new ink wants to go.*

The Trailing Off…

The Trailing Off…

Unwritten Neutral

Cost 2 Atk 20 Def 20 HP 30 Reach Veil

Parting: nothing happens, conspicuously

Lore

*It was last seen heading*

Redacted Bear

Redacted Bear

Ill Intent Neutral

Cost 4 Atk 50 Def 20 HP 50 Reach Cross

a censor bar with claws

Lore

*The incident report survives. The noun does not. ████ was a good bear, the margin says, in Juno's hand.*

You Were Never Really Here

You Were Never Really Here

Ill Intent Neutral

Cost 4 Atk 40 Def 20 HP 40 Reach Spire

on arrival, banish one adjacent enemy spirit, leaving no impression — it simply never was

I Too Can Create Desolation

I Too Can Create Desolation

Ill Intent Neutral

Cost 6 Atk 60 Def 40 HP 70 Reach Burst

on arrival, banish every adjacent enemy spirit, leaving no impression — the creature makes good its threat

Static

Static

Unwritten Neutral

Cost 1 Atk 10 Def 10 HP 20 Reach Slant

Mobile; flickers between tiles

mobile

Lore

*Not silence — the sound of something being overwritten.*

Forgotten Name

Forgotten Name

Unwritten Neutral

Cost 3 Atk 30 Def 30 HP 40 Reach Cross

Warded (you can't curse what you can't name)

warded

Lore

*You cannot curse what you cannot call. You cannot call it. It counts on this.*

Dust Where a Door Was

Dust Where a Door Was

Ill Intent Neutral

Cost 5 Atk 40 Def 40 HP 60 Reach Cross

[signature reach: ✶Bastion] Steadfast; the ill intent's wall

steadfast

Lore

*The house remembers having a way in. The ill intent disagrees, and the Solace is currently winning.*

The Lullaby

The Lullaby

Unwritten Neutral

Cost 3 Atk 20 Def 30 HP 50 Reach Wide

enemies adjacent lose Echo eligibility (too calm to rage)

Evolves into Primal The Last Lullaby

Lore

*It does not silence the room. It tells the room there is nothing left worth shouting about, and the room believes it, and rests.*

The Kind Erasure

The Kind Erasure

Unwritten Neutral

Cost 3 Atk 30 Def 20 HP 40 Reach Cross

on arrival, may release one fading adjacent spirit — it leaves with no impression

Evolves into Primal The Kindest Erasure or The Unkindest Erasure

Lore

*To a thing already dissolving it offers the only mercy it has: a faster, gentler nothing. Most accept. It does not blame the ones who don't.*

What You Set Down

What You Set Down

Unwritten Neutral

Cost 4 Atk 30 Def 20 HP 40 Reach Slant

on arrival, an adjacent enemy returns to its owner's hand (relieved, not defeated)

Lore

*It does not defeat you. It lifts the weight you were carrying and sets it back in your hand, and waits to see if you understand the gift. You rarely do.*

The Long Rest

The Long Rest

Unwritten Neutral

Cost 4 Atk 20 Def 40 HP 60 Reach Cross

Steadfast; spirits that fully dissolve adjacent leave no impression

steadfast

Lore

*Whatever falls beside it falls easy. No impression, no mark, no long unwriting — only a made bed and the lamp turned down.*

Quiet Tide

Quiet Tide

Unwritten Neutral

Cost 3 Atk 30 Def 20 HP 50 Reach Spire

if it did not fight this round, it heals fully at end of round

Evolves into Primal The Drowning Tide or The Surer Tide

Lore

*Leave it be and it only grows surer. It is not in a hurry. It has noticed you are.*

The Almost-Said

The Almost-Said

Unwritten Neutral

Cost 2 Atk 20 Def 20 HP 40 Reach Cross

copies the Reach of the last enemy that engaged it

Lore

*It wears the shape of whatever last spoke to it, badly, the way you'd quote someone you almost heard.*

The Forgiven Debt

The Forgiven Debt

Unwritten Neutral

Cost 3 Atk 30 Def 30 HP 40 Reach Slant

cannot be banished by a spirit at Echo

Lore

*You cannot strike it down in fury, because it holds no fury back. It cancelled the account. It is at peace, which is the unbearable part.*

Hush

Hush

Unwritten Neutral

Cost 2 Atk 20 Def 10 HP 30 Reach Slant

Mobile; when it moves adjacent to a spirit, that spirit's Parting does not trigger

mobile

Lore

*Where it passes, the dying do not get their last word. It means this kindly. The dying disagree.*

The Half-Remembered

The Half-Remembered

Unwritten Neutral

Cost 2 Atk 30 Def 20 HP 30 Reach Veil

enters face-down (Lurk); reveals as a copy of the last spirit you played

lurk

Lore

*It waits face-down as the thing you almost played, then stands up as the thing you did. Meeting yourself this way is nobody's favourite.*

Erasure's Patience

Erasure's Patience

Unwritten Neutral

Cost 5 Atk 40 Def 40 HP 70 Reach Cross

[signature reach: ✶Bastion] Steadfast; while it stands, adjacent impressions stop scoring

steadfast

Lore

*It will not be moved, and it is in no rush, and the impressions near it cool one by one while it waits. It has all the time there never was.*

The Vanishing Point

The Vanishing Point

Unwritten Neutral

Cost 3 Atk 40 Def 20 HP 30 Reach Lance

Mobile; on arrival it pushes the engaged enemy one tile away (into the margin)

mobile

Lore

*It arrives, and the thing it met is suddenly one tile further away, and a little less sure it was ever where it stood.*

Footnote

Footnote

Unwritten Neutral

Cost 1 Atk 20 Def 10 HP 20 Reach Slant

when it unwrites, the controller mills (discards) their top card

Lore

*It takes a little off the top — a word, a page, the next thing you were going to draw. You don't miss it. That's the trouble.*

Negative Space

Negative Space

Unwritten Neutral

Cost 4 Atk 30 Def 40 HP 50 Reach Wide

enemies adjacent get −10 Defense (the board gives way around it)

Evolves into Primal The Widening Absence

Lore

*Stand next to it and you become easier to get through. The board gives way around it, politely, and so do you.*

The Last Warm Page

The Last Warm Page

Unwritten Neutral

Cost 3 Atk 20 Def 30 HP 40 Reach Cross

at end of round, one adjacent impression fades (gentle erosion)

Lore

*It does not burn the record. It lets it cool — an impression at a time, from the edges in, the way a hand goes from a held hand.*

The Gnawing

The Gnawing

Ill Intent Neutral

Cost 4 Atk 50 Def 10 HP 40 Reach Lance

Relentless; the Solace at its hungriest

relentless

Evolves into Primal The Gnawing Stilled or The Gnawing Unending

Lore

*[Ill Intent] It does not stop when the thing is down. It does not stop when the thing is gone. Stopping was never one of its verbs.*

Tooth in the Margin

Tooth in the Margin

Ill Intent Neutral

Cost 3 Atk 40 Def 20 HP 30 Reach Veil

enters from rim tiles only; first strike each match deals +20

Lore

*[Ill Intent] It waits at the page's edge where you forget to look, and its first bite is the worst one it has. It has been saving it.*

The Unsaid Cruelty

The Unsaid Cruelty

Ill Intent Neutral

Cost 4 Atk 40 Def 30 HP 50 Reach Cross

when it defeats a spirit, an adjacent enemy takes 10 (the ill intent's spite spreads)

Lore

*[Ill Intent] When it ends one of you, the one beside it flinches and bleeds, though nothing touched it. The cruelty travels. It always knew it would.*

Smear

Smear

Unwritten Neutral

Cost 2 Atk 20 Def 20 HP 30 Reach Cross

Mobile; on arrival, the engaged enemy loses one Imprint this round

mobile

Lore

*A touch, and one of the things that made you* you *comes off on its hand. You'll have it back next round. You spend the round being almost yourself.*

The Closing Book

The Closing Book

Unwritten Neutral

Cost 5 Atk 30 Def 40 HP 70 Reach Cross

[signature reach: ✶Bastion] Steadfast; immune to interception (the board shuts over it)

steadfast

Lore

*Step toward it and the board simply shuts over it before you arrive. No zone bites it. No interception finds it. It was never quite open to you.*

The Mercy Itself

The Mercy Itself

Unwritten Neutral

Cost 5 Atk 40 Def 20 HP 50 Reach Spire

signature: on arrival, release every adjacent fading spirit (no impression); +10 Attack for each

Lore

*It arrives where the dying are thickest and offers all of them the same release at once. The kindest thing in the set, and the one the Lorekeepers fear most.*

Spite

Spite

Ill Intent Neutral

Cost 2 Atk 30 Def 10 HP 20 Reach Slant

when banished, deals 10 to the spirit that banished it

Evolves into Primal Spite, Made Whole

Lore

*[Ill Intent] It cannot win. It has made its peace with that. It cannot let* you *win clean, either, and it has made its peace with that too.*

The Devouring Margin

The Devouring Margin

Ill Intent Neutral

Cost 4 Atk 40 Def 20 HP 50 Reach Wide

eats an impression when it moves onto one; heals 10 when it does

Lore

*[Ill Intent] It eats the marks of what mattered and grows fat and bright on the eating. It was hungry first. It learned cruelty after.*

Grudge-Kept

Grudge-Kept

Ill Intent Neutral

Cost 3 Atk 40 Def 30 HP 30 Reach Lance

+10 Attack for each enemy impression on the board

Evolves into Primal The Grudge Entire or The Grudge Forgiven

Lore

*[Ill Intent] Every impression on the board is a wound it never got. It counts them. It sharpens on the count.*

The Worst Version

The Worst Version

Ill Intent Neutral

Cost 4 Atk 50 Def 20 HP 40 Reach Cross

copies the highest Attack among enemy spirits this round

Lore

*[Ill Intent] It looks at the strongest thing you have and decides to be that, but meaner. It is not flattery. It is theft with an opinion.*

Teethmarks

Teethmarks

Ill Intent Neutral

Cost 2 Atk 30 Def 20 HP 20 Reach Veil

enters from rim tiles only; cannot be intercepted on arrival

Lore

*[Ill Intent] It comes in from the margin where no zone watches, and the first you know of it is the after. It prefers the after.*

The Unforgiving

The Unforgiving

Ill Intent Neutral

Cost 5 Atk 50 Def 30 HP 50 Reach Lance

Arcane · Relentless; wards do not stop it

arcane relentless

Lore

*[Ill Intent] Wards do not stop it. Names do not slow it. It has decided about you, and it does not revisit decisions.*

What Wants You Gone

What Wants You Gone

Ill Intent Neutral

Cost 3 Atk 40 Def 10 HP 30 Reach Slant

Mobile; on arrival, the engaged enemy gets −20 Defense this round

mobile

Lore

*[Ill Intent] It does not want the tile. It does not want the win. It wants the space where you are to be space where you aren't.*

The Grudge That Outlived Him

The Grudge That Outlived Him

Ill Intent Neutral

Cost 4 Atk 50 Def 20 HP 40 Reach Lance

Relentless; it forgot why, never that

relentless

Knife You Forgot You Owned

Knife You Forgot You Owned

Ill Intent Neutral

Cost 2 Atk 40 Def 0 HP 20 Reach Slant

Mobile; it was always in the drawer

mobile

The One You Meant to Call

The One You Meant to Call

Unwritten Neutral

Cost 2 Atk 20 Def 20 HP 30 Reach Cross

the number is still in your phone

Letter Never Sent

Letter Never Sent

Unwritten Neutral

Cost 3 Atk 20 Def 30 HP 40 Reach Cross

Warded; sealed and unaddressed

warded

The Cruelty of Small Rooms

The Cruelty of Small Rooms

Ill Intent Neutral

Cost 3 Atk 40 Def 20 HP 30 Reach Cross

it gets worse the closer you stand

What the Mirror Keeps

What the Mirror Keeps

Ill Intent Neutral

Cost 4 Atk 50 Def 30 HP 40 Reach Veil

Arcane; your worst face, kept

arcane

The Long Held Breath

The Long Held Breath

Ill Intent Neutral

Cost 5 Atk 40 Def 40 HP 60 Reach Cross

[signature reach: ✶Bastion] Steadfast; it has been waiting to be unkind

steadfast

Salt in the Wound

Salt in the Wound

Ill Intent Neutral

Cost 2 Atk 30 Def 10 HP 20 Reach Slant

it finds the exact place

The Score Unsettled

The Score Unsettled

Ill Intent Neutral

Cost 3 Atk 40 Def 20 HP 30 Reach Lance

Relentless; it keeps count

relentless

Glass Underfoot

Glass Underfoot

Ill Intent Neutral

Cost 1 Atk 20 Def 0 HP 20 Reach Cross

small, everywhere, slow to leave

Teeth You Gave It

Teeth You Gave It

Ill Intent Neutral

Cost 5 Atk 60 Def 20 HP 50 Reach Burst

Relentless; it learned cruelty from you

relentless

The Worst You Assumed

The Worst You Assumed

Ill Intent Neutral

Cost 3 Atk 40 Def 20 HP 30 Reach Slant

Arcane; it arrives already believed

arcane

The Nail That Catches

The Nail That Catches

Ill Intent Neutral

Cost 2 Atk 30 Def 10 HP 20 Reach Veil

it snags the ones on their way out

The Door That Won't Open

The Door That Won't Open

Ill Intent Neutral

Cost 4 Atk 30 Def 40 HP 50 Reach Cross

[signature reach: ✶Bastion] Steadfast; you have tried it before

steadfast

The Almost-Friend

The Almost-Friend

Unwritten Neutral

Cost 2 Atk 20 Def 20 HP 30 Reach Slant

you'd know them anywhere; you never did

Seat Kept at the Table

Seat Kept at the Table

Unwritten Neutral

Cost 3 Atk 10 Def 40 HP 40 Reach Cross

[signature reach: ✶Bastion] Steadfast; it waited through the whole meal

steadfast

The Song You Lost

The Song You Lost

Unwritten Neutral

Cost 2 Atk 20 Def 10 HP 30 Reach Wide

you remember that it was good

Coat Left on the Hook

Coat Left on the Hook

Unwritten Neutral

Cost 4 Atk 20 Def 40 HP 50 Reach Cross

Steadfast; nobody comes for it

steadfast

The Long Way Round

The Long Way Round

Unwritten Neutral

Cost 3 Atk 30 Def 20 HP 40 Reach Veil

Mobile; it takes the path you didn't

mobile

Name on the Tip of It

Name on the Tip of It

Unwritten Neutral

Cost 1 Atk 10 Def 10 HP 30 Reach Cross

so close, and gone

The Cold Shoulder

The Cold Shoulder

Ill Intent Neutral

Cost 2 Atk 30 Def 10 HP 20 Reach Veil

it turns away on purpose

What You Overheard

What You Overheard

Ill Intent Neutral

Cost 3 Atk 40 Def 20 HP 30 Reach Slant

Arcane; it was about you

arcane

The Slammed Door

The Slammed Door

Ill Intent Neutral

Cost 3 Atk 40 Def 30 HP 30 Reach Cross

the house still flinches

Old Wound, Reopened

Old Wound, Reopened

Ill Intent Neutral

Cost 4 Atk 50 Def 20 HP 40 Reach Lance

Relentless; it knew right where

relentless

The Unanswered

The Unanswered

Ill Intent Neutral

Cost 2 Atk 30 Def 10 HP 20 Reach Spire

it waited by the phone, then stopped

Knuckle on the Table

Knuckle on the Table

Ill Intent Neutral

Cost 3 Atk 40 Def 20 HP 30 Reach Cross

one more time, and harder

The Last Word

The Last Word

Ill Intent Neutral

Cost 4 Atk 50 Def 20 HP 40 Reach Lance

Relentless; it has to be its

relentless

Frost on the Inside

Frost on the Inside

Ill Intent Neutral

Cost 5 Atk 40 Def 40 HP 60 Reach Cross

[signature reach: ✶Bastion] Steadfast; the cold came from the house

steadfast

Spite Kept Warm

Spite Kept Warm

Ill Intent Neutral

Cost 3 Atk 40 Def 10 HP 30 Reach Slant

tended like a fire

The Worst Telling

The Worst Telling

Ill Intent Neutral

Cost 5 Atk 60 Def 30 HP 50 Reach Burst

Arcane · Relentless; the version that wins the room

arcane relentless

The Number You Changed

The Number You Changed

Unwritten Neutral

Cost 2 Atk 20 Def 20 HP 30 Reach Cross

so they couldn't reach you

Photograph, Face-Down

Photograph, Face-Down

Unwritten Neutral

Cost 3 Atk 20 Def 30 HP 40 Reach Veil

you know which one

The Empty Chair

The Empty Chair

Unwritten Neutral

Cost 4 Atk 10 Def 40 HP 50 Reach Cross

[signature reach: ✶Bastion] Steadfast; set for them, every year

steadfast

Voicemail Full

Voicemail Full

Unwritten Neutral

Cost 2 Atk 20 Def 10 HP 30 Reach Spire

no more room for you

The Turned Page

The Turned Page

Unwritten Neutral

Cost 3 Atk 30 Def 20 HP 40 Reach Wide

Mobile; it moved on, the way you couldn't

mobile

Last One to Leave

Last One to Leave

Unwritten Neutral

Cost 3 Atk 20 Def 30 HP 40 Reach Cross

it locked up behind everyone

White-Out

White-Out

Unwriting Neutral

Cost 0

erase 2 impressions; one rim tile fades a round early

Lore

FORECAST, posted in the Long Gallery in a hand nobody recognizes: *"Nothing, drifting in from the margins. Visibility: total. Accumulation: everything."* The keepers have filed it under WEATHER because the alternative is filing it under TRUE.

The Page Turns

The Page Turns

Unwriting Neutral

Cost 0

all Unwritten shift 1 tile toward the center

Lore

*The whole Memory shudders one line down. Things keep their places. Places do not keep their things.*

Silence Spreads

Silence Spreads

Unwriting Neutral

Cost 0

a Landmark loses its text this round

Lore

*First the Landmark stops meaning. Then it stops insisting. The stones remain, embarrassed.*

Ink Runs Dry

Ink Runs Dry

Unwriting Neutral

Cost 0

both Narrators' next card costs 1 more

Lore

*Both Narrators reach for the next word and find the well briefly honest about how this all ends.*

Lost Paragraph

Lost Paragraph

Unwriting Neutral

Cost 0

the Solace manifests a cost-2 Unwritten on a rim tile

Lore

*Something that was cut from the Memory finds its way back in, wrong, at the edge.*

The Ill Intent Hungers

The Ill Intent Hungers

Unwriting Neutral

Cost 0

each Unwritten gets +10 Attack this round

Lore

*The field notes stop using verbs here. Just: more. Closer. More.*

The Soft Close

The Soft Close

Unwriting Neutral

Cost 0

Unwriting: gently release every fading spirit on the board (no impressions)

Lore

(Event) *It lays every dying thing on the board to rest at once — no impressions, no lingering, no long goodbye. Pell calls it the cruelest kindness in the Archive and then is quiet for a while. Juno wrote one word in the margin — "oh" — and, uncharacteristically, nothing after it.*

A Mercy for the Rim

A Mercy for the Rim

Unwriting Neutral

Cost 0

Unwriting: every held rim spirit is released to rest (removed, no impression)

Lore

(Event) *The held spirits, the ones standing lamplit out at the dark edge — it relieves them of the standing. They were so tired. It noticed.*

Let It Lie

Let It Lie

Unwriting Neutral

Cost 0

Unwriting: impressions stop scoring for one round (the grief is set down)

Lore

(Event) *Set the grief down. Just for a turn. It will still be there when you pick it up — but oh, the quiet while it's down.*

The Quiet Spreads

The Quiet Spreads

Unwriting Neutral

Cost 0

telegraphed; next round two inner tiles go calm (cannot be Played onto)

Lore

(Event) *It is telegraphed a round ahead, because the Solace believes you deserve to see the calm coming and choose. Two tiles go still. Nothing may be written there. Nothing needs to be.*

Nothing You Did Was Wrong

Nothing You Did Was Wrong

Unwriting Neutral

Cost 0

Unwriting: clear all debuffs on the board and heal every spirit 10 (kindness to all)

Lore

(Event) *It clears every doubt and heals every spirit on the board — yours too. The Lorekeepers brace for an attack that never comes. The comfort is the attack.*

And So It Ends

And So It Ends

Unwriting Neutral

Cost 0

Unwriting: the oldest impression on the board is erased, and its tile can hold no new writing this round

Lore

(Event) *It finds the oldest impression — the loss you've carried longest — and unwrites it, and seals the ground so nothing new can be set there. The Solace thinks it has freed you. The Lorekeepers know what it took.*

The Kindest Erasure

The Kindest Erasure

Evolution Neutral

Cost 3 Atk 45 Def 20 HP 55 Reach Cross

On arrival: release every adjacent fading spirit (no impression) — the mercy widened

Evolves from The Kind Erasure Primal

Lore

*The smaller mercy reaches one dissolving thing; this one opens both hands and the whole near edge of the page accepts at once. It does not gather the fading toward it — it simply makes the going easy for all of them in the same breath, and the going is grateful, and that is the unbearable part. Pell wrote that to watch it work was to understand, finally, that kindness can be a kind of width.*

The Unkindest Erasure

The Unkindest Erasure

Evolution Neutral

Cost 4 Atk 80 Def 10 HP 55 Reach Cross

Arcane; on arrival, deal 10 to all adjacent enemies — the same hand, but it scours the living now

arcane

Evolves from The Kind Erasure Primal

Lore

*[Ill Intent] The same raised hand, the same clean air at the fingertips — but it has stopped waiting for things to be dying first. It reaches into the living Memory and rubs, and what was whole goes thin where it touched, and it wears the old apologetic posture like a coat over the new appetite. Juno underlined the cruelty of it: that it kept the gentle shape so you would not flinch until it had already begun.*

The Last Lullaby

The Last Lullaby

Evolution Neutral

Cost 4 Atk 30 Def 30 HP 70 Reach Wide

Enemies adjacent lose Echo eligibility and −10 Attack — too soothed to rage

Evolves from The Lullaby Primal

Lore

*The first verse tells the room there is nothing worth shouting about; this is the verse after it, the one with no waking line. Whatever stands near it forgets it had a quarrel, then forgets it had a voice to raise one with, and is not troubled by the forgetting. Juno noted the survivors seemed not grieved but only very rested, and that this was somehow the part that kept her up.*

The Surer Tide

The Surer Tide

Evolution Neutral

Cost 4 Atk 45 Def 20 HP 70 Reach Spire

Steadfast; at your Flow, every adjacent ally heals 20 — the calm spreads, in no hurry

steadfast

Evolves from Quiet Tide Primal

Lore

*It has stopped only rising and started giving. Stand near its slow water and the small hurts close over and go quiet, an ally at a time, on the turn of its own patient flow; it is in no more of a hurry to heal you than it was to reach you, and the calm spreads outward the way water finds every low place there is. Pell wrote that it asks nothing and mends anyway, and that he could not decide whether that was the kindest line in the notes or the most frightening.*

The Drowning Tide

The Drowning Tide

Evolution Neutral

Cost 5 Atk 80 Def 10 HP 70 Reach Spire

Arcane; on arrival, deal 20 to one enemy in reach — the same patient water, closing over your mouth

arcane

Evolves from Quiet Tide Primal

Lore

*[Ill Intent] The same patient water, the same hand's-width nearer each time you look away — but it has chosen a mouth, and it closes over that one without rising to meet anything else. It does not surge. It does not need to. It was always going to be there, and now it simply arrives, level and quiet, above where you were breathing. Juno wrote one line: the calm was never on your side.*

The Widening Absence

The Widening Absence

Evolution Neutral

Cost 4 Atk 45 Def 40 HP 55 Reach Wide

Enemies adjacent get −20 Defense — the board gives way further

Evolves from Negative Space Primal

Lore

*The hole has learned it can be larger. The board does not merely give way around it now — it goes on giving, further out than its edges, so that whatever stands near is thinner than it meant to be, less able to keep the shape of itself. There is no malice in this and no mercy either; it is only that absence, once it knows the trick, sees no reason to stop at its own outline. Pell measured the dent twice and got two answers and stopped measuring.*

The Long Erasure

The Long Erasure

Evolution Neutral

Cost 5 Atk 80 Def 10 HP 65 Reach Lance

Arcane; on arrival, eat one enemy impression on the board (it is forgotten — the Solace banks the erasure) — the hunger sharpened

arcane

Evolves from Page-Eater Primal

Lore

*[Ill Intent] It no longer waits to be grazed against; it reaches the length of the Memory for the one mark you most wanted kept, and takes it, and is heavier and surer for the taking. Pell tried to write down what was lost and found the pen would not shape the word — only a long pale furrow where the word had been. The hunger learned reach, and reach is the worse of its teeth.*

The Grudge Entire

The Grudge Entire

Evolution Neutral

Cost 4 Atk 80 Def 10 HP 50 Reach Lance

+10 Attack for each enemy impression on the board; Retaliates +20 — the count, made teeth

Evolves from Grudge-Kept Primal

Lore

*[Ill Intent] It kept the count; now the count keeps it. Every wound it never got is no longer just a notch on its flank but a tooth in its mouth, and what is struck against it is struck twice as hard back, because a grudge this complete has stopped distinguishing between the loss and the weapon. There is no notch left unfilled and no slight left unpaid. Pell wrote that it had finally collected the whole debt and become, in the collecting, nothing but the debt.*

The Grudge Forgiven

The Grudge Forgiven

Evolution Neutral

Cost 4 Atk 40 Def 30 HP 65 Reach Lance

On arrival: release every adjacent fading spirit (no impression) — it set the ledger down; it is at peace, which is the unbearable part

Evolves from Grudge-Kept Primal

Lore

*It kept the count for so long, and then one turn it set the ledger down. The tally is still scored into its flank — these things do not unhappen — but it has stopped adding, stopped sharpening, stopped reading the board for fresh wounds; and so when something near it is already fading, it only opens the way and lets that thing go, asking nothing back. You cannot strike it down in fury, for the same reason you never could the Forgiven Debt: it holds none. It is at peace, which is the unbearable part.*

The Gnawing Unending

The Gnawing Unending

Evolution Neutral

Cost 5 Atk 95 Def 5 HP 55 Reach Wide

Relentless · Arcane; on arrival, deal 10 to all adjacent enemies — a deliberate scouring

arcane relentless

Evolves from The Gnawing Primal

Lore

*[Ill Intent] Stopping was never one of its verbs; now neither is choosing. It no longer leans toward the next thing — it bites the whole near edge at once and keeps biting, the hunger spread wide and the wide hunger never once filled. It does not pause to swallow. It does not pause to see whether anything is left. Pell stopped writing verbs here too, the way the old notes did, and left only: and again. And again. And again.*

The Gnawing Stilled

The Gnawing Stilled

Evolution Neutral

Cost 4 Atk 30 Def 30 HP 70 Reach Wide

Enemies adjacent lose Echo eligibility and −10 Attack — the hunger, finally quiet; it asks the room to rest

Evolves from The Gnawing Primal

Lore

*The thing that could not stop, stopped. The hunger that was never once filled simply set itself down, and now what stands beside it is not bitten but quieted — too soothed to rage, too eased to lift a voice, leaned gently away from the fight it came to have. It is the strangest entry in Pell's hand: he wrote that the teeth were still there, still sharp, and that the creature was plainly choosing, every moment, not to use them, and that this was somehow harder to look at than the gnawing ever was.*

Spite, Made Whole

Spite, Made Whole

Evolution Neutral

Cost 3 Atk 60 Def 5 HP 40 Reach Slant

Relentless; on arrival, deal 20 to one enemy in reach — it cannot win, but it will not let you win clean

relentless

Evolves from Spite Primal

Lore

*[Ill Intent] The small one left a single barb in whatever felled it; this one has stopped leaving things behind and started arriving complete. It still cannot win — it has not changed its mind about that — but it no longer settles for the parting shot. It crosses the distance and spends itself on the chosen mark, all of itself, the grudge that was once a splinter now grown the full size of the creature carrying it. Juno wrote that it was the only thing in the Archive that seemed, finally, satisfied, and that she wished it weren't.*

Dog Who Knows the Way Home

Dog Who Knows the Way Home

Foundling Common Neutral

Cost 0 Atk 20 Def 10 HP 30 Reach Cross

Gentle. escorts the furthest-from-home

Lore

It is not lost. Let's be clear about that. It knows exactly where home is — it checks on you, glances back, trots three steps, checks again. The keepers followed it once, to see. It led them, by an unhurried route, to each of their own front doors. Then it left. It has somewhere to be: *behind whoever's furthest from home.*

Cat From Three Houses Down

Cat From Three Houses Down

Foundling Common Neutral

Cost 0 Atk 10 Def 10 HP 30 Reach Slant

Gentle. you join the rotation

Lore

She has four names, three households, and a feeding schedule that would shame a railway. "OUR cat," say the children at the blue door. "Our cat," agree the newlyweds at the green one. The keepers attempted a census and were each, separately, convinced she lived with them. Befriending her does not mean she's yours. It means you made the rotation.

Pigeon Carrying a Message Never Delivered

Pigeon Carrying a Message Never Delivered

Foundling Common Neutral

Cost 0 Atk 10 Def 10 HP 20 Reach Cross

Gentle. Mobile; the message is for whoever befriends it

mobile

Lore

The address washed off in '— well, in some rain or other. It still flies the route daily. Befriend it and the message, it turns out, is for you, and always was.

Duckling Following Anyone

Duckling Following Anyone

Foundling Common Neutral

Cost 0 Atk 10 Def 0 HP 20 Reach Cross

Gentle. Mobile; ALL Imprints count as shared

mobile

Lore

It imprinted on the first thing it saw, which was, regrettably, *everything*. It has followed a cart, a cloud, a Kilnhorn Rhino (the rhino slowed down), and once, for an entire afternoon, its own previous footprints. The Dreamers call it the easiest catch in the Memory. The Dreamers are correct and have all, every one of them, kept it.

Tortoise Outliving the Garden

Tortoise Outliving the Garden

Foundling Common Neutral

Cost 0 Atk 0 Def 20 HP 40 Reach Cross

Gentle. Steadfast

steadfast

Lore

The garden went to seed, to meadow, to memory. The tortoise is still doing its rounds, watering things that aren't there, which — look closely — are there again where it waters.

Goat on the Roof

Goat on the Roof

Foundling Uncommon Neutral

Cost 0 Atk 20 Def 20 HP 30 Reach Cross

Gentle. surfaces on any empty inner tile, including ones you'd swear it couldn't

Lore

No one knows how it gets up there. The goat does not know how it gets up there. This is not the goat's problem.

Bee Far From the Hive

Bee Far From the Hive

Foundling Uncommon Neutral

Cost 0 Atk 10 Def 10 HP 20 Reach Slant

Gentle. Mobile; Parting: adjacent spirit +10 Attack this round

mobile

Lore

It dances directions to a home it can't find. Stand still and it will dance YOU somewhere good instead; bees keep their promises laterally.

Foal Born During the Storm

Foal Born During the Storm

Foundling Rare Neutral

Cost 0 Atk 30 Def 20 HP 40 Reach Lance

Gentle. at its controller's Flow: +5/+5 (max +20/+20) — it grows up with you

Lore

Thunder was its first lullaby, so it finds loud nights cozy and quiet ones suspicious. It grows visibly while you know it, which is the fastest way to a Narrator's heart.

Home, Who Was a Dog Once

Home, Who Was a Dog Once

Foundling Legendary Neutral

Cost 0 Atk 30 Def 30 HP 60 Reach Cross

Gentle. it befriends the trailing Narrator

Lore

It was a dog so good at coming home that, somewhere along the years, the two ideas wore into one. Now it *is* the home, and it does what home does: it finds the one who's losing. You don't earn it. You can't. You just have a bad enough day, in front of everyone, and then there is a warmth against your leg with a heartbeat in it. — *"Subject located me," writes Pell, "on the afternoon of the flood, the funeral, and the failed exam. Subject's accuracy is frankly upsetting. Subject may stay."*

Crow Counting Strangers

Crow Counting Strangers

Foundling Common Neutral

Cost 0 Atk 20 Def 10 HP 30 Reach Slant

Wary. it remembers every kindness, exactly

Lore

One for sorrow, two for mirth — it knows the rhyme; it IS the census. Be counted kindly twice and it starts counting *for* you.

Hare at the Edge of the Field

Hare at the Edge of the Field

Foundling Common Neutral

Cost 0 Atk 10 Def 10 HP 30 Reach Cross

Wary. Mobile

mobile

Lore

It has one ear for you and one for the distance, always. Win the near ear first.

Heron Who Hates Being Looked At

Heron Who Hates Being Looked At

Foundling Common Neutral

Cost 0 Atk 20 Def 20 HP 30 Reach Veil

Wary. —

Lore

It fishes best unobserved and knows when it isn't, through walls, through fog, through your closed eyes probably. Surfaces veiled (§6, Design): approach softly and it decides being seen by *you* is survivable.

Mule Who's Been Promised Things Before

Mule Who's Been Promised Things Before

Foundling Common Neutral

Cost 0 Atk 10 Def 30 HP 40 Reach Cross

Wary. Steadfast; evidence-only policy

steadfast

Lore

"Good grass over here," they said. (It was adequate.) "Light work," they said. (It was a mountain.) "Last time," they said. (It was not.) The mule now operates on a strict evidence-only policy: show up twice, *then* we'll talk. The Ferrier respects this animal more than most people. "Trust with a ledger," he says, "is still trust."

Moth Around Someone Else's Lamp

Moth Around Someone Else's Lamp

Foundling Common Neutral

Cost 0 Atk 10 Def 10 HP 20 Reach Slant

Wary. Mobile; it chose a different lamp; it could be persuaded

mobile

Lore

It chose a lamp. It's just — yours is also nice. It's not *looking* at yours. It mentions only that yours is steadier.

Vixen Reading Your Tracks

Vixen Reading Your Tracks

Foundling Uncommon Neutral

Cost 0 Atk 30 Def 20 HP 30 Reach Slant

Wary. while unclaimed, face-downs adjacent to her are revealed to both players

Lore

She knows where you've been, what you carried, and that you paused at the stile — why? Court her and she'll read the *enemy's* tracks aloud instead, with commentary.

Badger Mid-Eviction

Badger Mid-Eviction

Foundling Uncommon Neutral

Cost 0 Atk 30 Def 30 HP 40 Reach Cross

Wary. retaliates +10

Lore

Somebody's moving it out of somewhere unjustly, mid-encounter, permanently. It carries the door of its old sett on its back. Offer it ground and it offers you the rest of its considerable opinion of landlords.

Stag Who Survived the Painting of Him

Stag Who Survived the Painting of Him

Foundling Rare Neutral

Cost 0 Atk 30 Def 30 HP 50 Reach Wide

Wary. he has seen what Narrators do

Lore

A Narrator painted him once: heroic, antlered, wrong. He outran the painting. He checks each new teller's hands for brushes before standing close.

Hundredname, Who Has Been Watching

Hundredname, Who Has Been Watching

Foundling Legendary Neutral

Cost 0 Atk 40 Def 30 HP 50 Reach Veil

Wary. nine turns of trust, at most three per encounter, persisting across matches

Lore

Every Narrator who ever fed it gave it a name. It kept them all and answered to none. It has watched you, specifically, for some time — it knows which corner you favor, which bluffs you repeat, what you do when you're losing. The hundredth name, the one it will finally answer to, is the one *you'll* give it — and it is in no hurry whatsoever. Three visits. Maybe four. It has ninety-nine reasons to be sure.

Burr

Burr

Foundling Common Neutral

Cost 0 Atk 10 Def 20 HP 30 Reach Cross

Feral. a hedgehog-shaped objection

Lore

A hedgehog-shaped objection to everything, attached to nothing, attaching to YOU at speed if you brush past. Echo cracks its certainty; kindness does the rest.

Stray Spark

Stray Spark

Foundling Common Neutral

Cost 0 Atk 20 Def 0 HP 20 Reach Lance

Feral. a campfire's escaped ember, gone wild

Lore

A campfire's escaped ember, gone feral on a diet of dry leaves and freedom. It remembers being part of a warm circle. At Echo, it remembers *hard*.

Gull Who Owns the Pier

Gull Who Owns the Pier

Foundling Common Neutral

Cost 0 Atk 20 Def 10 HP 20 Reach Wide

Feral. it will fight you for chips; it will win

Lore

It will fight you for chips. It will win. The pier's previous owners (gulls, all) ceded by treaty. Befriend it and it extends the treaty to your whole board, loudly.

Dog Who Was Left

Dog Who Was Left

Foundling Common Neutral

Cost 0 Atk 30 Def 10 HP 30 Reach Cross

Feral. the mirror

Lore

It waited. That part it did perfectly. The keepers will tell you the two dogs are not the same dog, and the keepers are almost certainly right, and nobody has ever once believed them. It bites first now. It bites *first* now. But below half — when its fear cracks open and the old waiting shows through — it has been known to let a hand come all the way down to its head. Archivist Pell has befriended it forty times across forty matches. He says it gets easier. He is lying, and does it anyway.

Weasel in the Walls

Weasel in the Walls

Foundling Common Neutral

Cost 0 Atk 20 Def 10 HP 20 Reach Slant

Feral. Mobile

mobile

Lore

You hear it between tiles. Landlords have written ballads. At Echo, it surfaces somewhere impossible, tired of running the gaps alone.

Boar of the Burnt Orchard

Boar of the Burnt Orchard

Foundling Uncommon Neutral

Cost 0 Atk 40 Def 10 HP 40 Reach Lance

Feral. —

Lore

The orchard burned; the boar stayed, guarding stumps out of furious loyalty. Bring it to ground that blooms and watch the fury find a better job.

Owl That Answers No One

Owl That Answers No One

Foundling Uncommon Neutral

Cost 0 Atk 30 Def 20 HP 30 Reach Wide

Feral. —

Lore

Every question gets silence; every silence gets watched. The keepers list it as the Memory's worst conversationalist and best judge of character. At Echo, it asks YOU something — answer honestly.

Wolverine Wearing a Trap

Wolverine Wearing a Trap

Foundling Rare Neutral

Cost 0 Atk 40 Def 20 HP 40 Reach Cross

Feral. Steadfast, retaliates +10; befriending removes the trap

steadfast

Lore

The trap caught it years ago. The trap lost. It has carried the thing since — proof, warning, dare. It intercepts everything that comes close, because everything that ever came close had hands. Befriending it is not gentle work: you wear it down, you stand inside its reach while it's shaking, and then — if it lets you — you take the trap off. Pell has done it once. He says the sound the chain made hitting the ground is the best thing he's heard in the Archive, and Pell works in a building full of music.

Ashmane, Who Outran the Ill Intent

Ashmane, Who Outran the Ill Intent

Foundling Legendary Neutral

Cost 0 Atk 50 Def 30 HP 60 Reach Cross

[signature reach: ✶Hunt] Feral. the hardest catch in the game

Lore

It is the only thing on record that the ill intent chased and lost. What it learned in that chase is carved into every line of it: *being held and being erased feel identical from inside.* So it will not be held. It strikes whatever arrives. It survives what should have ended it, because it has practice. And yet — wounded, cracked open, Echo ringing through it — it has, three times in the Archive's history, let someone stay inside its reach. All three describe the same moment: the running stops. The paper-bare flank rises and falls. And the wild thing decides, against all its evidence, to find out what holding is for. — *"You don't tame Ashmane," says the Ferrier. "You testify."*

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Emberkit

Emberkit

Spirit Common Fury

Cost 1 Atk 30 Def 0 HP 25 Reach Cross

Glimpse on arrival: look at your top 2, take 1

Evolves into Fabled Embermane, First of the Pride

Lore

*A coal that decided to be a kitten and never quite finished the paperwork. It glows brighter the longer you look, embarrassed and pleased.*

The Long Coronation

The Long Coronation

Spirit Rare Fury

Cost 6 Atk 60 Def 20 HP 80 Reach Cross

Momentum chains give +10 Attack

Evolves into Fabled Standard-Bearer of the Burn or Warden-Breaker, Crowned in Smoke

Lore

*Every blow it lands is another jewel set in a crown nobody agreed to give it. It is crowning itself, slowly, out of your defeats.*

Pebble-Underfoot

Pebble-Underfoot

Spirit Common Resolve

Cost 1 Atk 0 Def 10 HP 40 Reach Cross

Steadfast

steadfast

Evolves into Primal Bedrock, Risen or The Unmoved

Lore

*The smallest immovable thing in the Memory. Armies have rerouted. It did not notice the armies. It is thinking about being a pebble.*

The Mountain Remembers

The Mountain Remembers

Spirit Rare Resolve

Cost 6 Atk 30 Def 25 HP 105 Reach Cross

Steadfast

steadfast

Evolves into Primal Orogeny or The Crescendo or The Weeping Deep or Verdict, Absolute

Lore

*It holds what was set on it for as long as stone holds anything, which is longer than the setting-down. It will not be moved, and it remembers why.*

Rillsong Tadpole

Rillsong Tadpole

Spirit Common Sorrow

Cost 1 Atk 15 Def 5 HP 25 Reach Cross

On arrival: a fading ally recovers 10

Evolves into Primal The Swelling Song or The Undertow

Lore

*It hums the stream's one note and the fading drink it like water. Half a song and entirely a comfort.*