Every spirit, ritual, bond and landmark a Memory can hold — the whole roster, to browse and search.
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
Kindred Wonder
Cost 0 Atk 15 Def 0 HP 25 Reach Slant
Storm Arcane
arcane
Cinder-Pup
Kindred Wonder
Cost 0 Atk 30 Def 0 HP 25 Reach Lance
Flame Frenzy — +10 Attack while damaged.
Droplet
Kindred Wonder
Cost 0 Atk 0 Def 5 HP 40 Reach Cross
Tide Parting: restore 10 HP to an adjacent ally.
Hum
Kindred Wonder
Cost 0 Atk 15 Def 5 HP 25 Reach Cross
Song Chorus — +10 Attack per adjacent ally (max +10).
Jitters
Kindred Wonder
Cost 0 Atk 15 Def 0 HP 25 Reach Slant
Shade Mobile
mobile
Chip
Kindred Wonder
Cost 0 Atk 0 Def 10 HP 40 Reach Cross
Stone Steadfast
steadfast
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Ritual Common Wonder
Cost 1
Reveal a face-down Fabrication publicly
Lore
The fog stepped aside, embarrassed, as fog sometimes is.
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
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
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
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
Bond Uncommon Wonder
Cost 2
Bonded pair: Reach +1 forward each
Lore
"See that?" "No." "Me neither. Let's go."
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
Fabrication Common Wonder
Cost 1
Bluff — revealed: you draw 1
Lore
The rooster apologized later. Nobody minded; the practice sunrise was lovely.
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
Fabrication Rare Wonder
Cost 3
Trap — engager returns to owner's hand
Lore
It waited politely your whole visit. It follows you home.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Ritual Common Fear
Cost 1
Push an enemy spirit 1 tile
Lore
The room remembers someone standing exactly there. Move.
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
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
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
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
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
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
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
Fabrication Common Fear
Cost 1
Trap — engager takes 10 damage
Lore
Every porch has one. This one has tenure.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Fabrication Rare Sorrow
Cost 3
Trap — engager −10/−10; you draw 1
Lore
Opening it costs more than postage ever would have.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Bond Common Harmony
Cost 1
Pair: +10 Defense each
Lore
The oldest spell. Casts instantly. Lasts variably. Renewable.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Ritual Uncommon Fury
Cost 2
All your Beast spirits +10 Attack this round
Lore
Less a sound than a unanimous decision.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Ritual Common Resolve
Cost 1
A spirit +20 Defense this round
Lore
The word the rope-makers braid into the good rope.
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
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
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
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
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
Bond Uncommon Resolve
Cost 2
Pair shares the higher Defense while adjacent
Lore
Your dent is my dent. Heraldry to follow.
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
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
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
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
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
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
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
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
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
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
Ritual Common Neutral
Cost 1
Gain 2 Anima
Lore
In through the nose, out through the everything.
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
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
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
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
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
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
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
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
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
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
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
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
Landmark Common Neutral
Cost 1
+10 Attack here
Lore
Whoever holds it speaks last in the argument, which is the same as winning.
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
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
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
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
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
Landmark Uncommon Neutral
Cost 2
Adjacent Fabrications are revealed
Lore
Lies need shadows. The Beacon is a strong opinion about shadows.
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
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
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
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
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
Fabrication Common Neutral
Cost 1
Bluff — revealed: you draw 1
Lore
Pull it. PULL it. You won't. Someone will.
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
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
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
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
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
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
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
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
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
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?
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!
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
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
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
Ritual Uncommon Fear
Cost 2
Swap the positions of two adjacent enemy spirits
Lore
Not a warning. A rearrangement.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 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
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
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
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
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
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
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
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
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
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…
Unwritten Neutral
Cost 2 Atk 20 Def 20 HP 30 Reach Veil
Parting: nothing happens, conspicuously
Lore
*It was last seen heading*
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.*
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Unwritten Neutral
Cost 2 Atk 20 Def 20 HP 30 Reach Cross
the number is still in your phone
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
Ill Intent Neutral
Cost 3 Atk 40 Def 20 HP 30 Reach Cross
it gets worse the closer you stand
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
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
Ill Intent Neutral
Cost 2 Atk 30 Def 10 HP 20 Reach Slant
it finds the exact place
The Score Unsettled
Ill Intent Neutral
Cost 3 Atk 40 Def 20 HP 30 Reach Lance
Relentless; it keeps count
relentless
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
Ill Intent Neutral
Cost 3 Atk 40 Def 20 HP 30 Reach Slant
Arcane; it arrives already believed
arcane
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
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
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
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
Unwritten Neutral
Cost 2 Atk 20 Def 10 HP 30 Reach Wide
you remember that it was good
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
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
Unwritten Neutral
Cost 1 Atk 10 Def 10 HP 30 Reach Cross
so close, and gone
The Cold Shoulder
Ill Intent Neutral
Cost 2 Atk 30 Def 10 HP 20 Reach Veil
it turns away on purpose
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
Ill Intent Neutral
Cost 3 Atk 40 Def 30 HP 30 Reach Cross
the house still flinches
Old Wound, Reopened
Ill Intent Neutral
Cost 4 Atk 50 Def 20 HP 40 Reach Lance
Relentless; it knew right where
relentless
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
Ill Intent Neutral
Cost 3 Atk 40 Def 20 HP 30 Reach Cross
one more time, and harder
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
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
Ill Intent Neutral
Cost 3 Atk 40 Def 10 HP 30 Reach Slant
tended like a fire
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
Unwritten Neutral
Cost 2 Atk 20 Def 20 HP 30 Reach Cross
so they couldn't reach you
Photograph, Face-Down
Unwritten Neutral
Cost 3 Atk 20 Def 30 HP 40 Reach Veil
you know which one
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
Unwritten Neutral
Cost 2 Atk 20 Def 10 HP 30 Reach Spire
no more room for you
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
Unwritten Neutral
Cost 3 Atk 20 Def 30 HP 40 Reach Cross
it locked up behind everyone
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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."*
---
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
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.*
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
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.*
The Sky's Whole Weight
Spirit Rare Wonder
Cost 6 Atk 45 Def 20 HP 90 Reach Wide
On arrival: allied Reach +1 this round (targeting only)
Evolves into Fabled Cirrus, First of Rains or Pyrrhic, the Laughing Brand or Roc Paramount, Sky-Entire
Lore
*When it arrives the ceiling lifts, briefly, and everything allied can reach a little further into the room it made.*