A new reason to build.

27 faction Mythbound cards and two factionless Worldbound cards, now playable in faction custom decks, Open Atlas and local 2v2.

Choose your deck edition. Base faction decks remain the default. Rare-enhanced presets swap three base cards for your faction’s three Mythbound cards. Worldbound cards are optional custom-deck additions. Each Mythbound and Worldbound name is limited to one copy per deck. These are tested starting lists, not claims of optimal deck construction.

Read the revised abilities and rarity rules

Hearthroot Matriarch illustration

Hearthbound · Mythbound · MR-011

Hearthroot Matriarch

6 Charge · Ally · 3 Force / 9 Guard / 2 Insight

Costs 1 less Charge if you healed a friendly character this turn. Arrival: heal your Companion by 3. Once during your turn, when you heal another friendly character at this Route by at least 1, that character gains +1 Insight until end of turn.

Deck limit: 1 per name. Not included in base decks.

Reclaim the Hearth illustration

Hearthbound · Mythbound · MR-012

Reclaim the Hearth

3 Charge · Tactic

Choose a normal Route. Heal each friendly character there by 3. You may ready one Ally there, even if it was healthy. Cannot ready a Companion.

Deck limit: 1 per name. Not included in base decks.

Kindleseed Apothecary illustration

Hearthbound · Mythbound · MR-013

Kindleseed Apothecary

1 Charge · Ally · 1 Force / 2 Guard / 1 Insight

Arrival: heal another friendly character at this Route by 1.

Deck limit: 1 per name. Not included in base decks.

Auric Cloud Regent illustration

Skyrunners · Mythbound · MR-021

Auric Cloud Regent

6 Charge · Ally · 3 Force / 6 Guard / 3 Insight

Your first normal move with this character each turn costs 0 Charge and does not exhaust it. This character cannot Explore on the turn it enters play.

Deck limit: 1 per name. Not included in base decks.

Windward Procession illustration

Skyrunners · Mythbound · MR-022

Windward Procession

3 Charge · Tactic

Move up to two friendly characters to adjacent normal Routes without changing their readiness. If moving two, choose different destination Routes. Cannot move rooted or recovering characters.

Deck limit: 1 per name. Not included in base decks.

Zephyr Needle illustration

Skyrunners · Mythbound · MR-023

Zephyr Needle

1 Charge · Ally · 2 Force / 1 Guard / 1 Insight

Its first normal move each turn costs 0 Charge and does not exhaust it. This ability cannot be used on the turn it enters play.

Deck limit: 1 per name. Not included in base decks.

Maw Beyond the Map illustration

Veilborn · Mythbound · MR-031

Maw Beyond the Map

6 Charge · Ally · 5 Force / 6 Guard / 2 Insight

While the Netherway is open, this character has +2 Force. Once during your turn, after its Challenge defeats an Ally, you may move it into the open Netherway without readying it.

Deck limit: 1 per name. Not included in base decks.

Veil of Reversal illustration

Veilborn · Mythbound · MR-032

Veil of Reversal

3 Charge · Tactic

Return one opposing Ally in the Netherway or at your Companion’s Route to its owner’s hand. You may then move your non-recovering Companion to an adjacent normal Route, exhausting it.

Deck limit: 1 per name. Not included in base decks.

Threadblind Acolyte illustration

Veilborn · Mythbound · MR-033

Threadblind Acolyte

1 Charge · Ally · 1 Force / 2 Guard / 1 Insight

Arrival: if the Netherway is open, draw 1 card, then put 1 card from your hand on the bottom of your deck.

Deck limit: 1 per name. Not included in base decks.

Thronetusk Colossus illustration

Ironmaw · Mythbound · MR-041

Thronetusk Colossus

6 Charge · Ally · 6 Force / 8 Guard / 0 Insight

Once during your turn, after this character’s Challenge defeats an Ally, you may pay 2 Charge to ready it. This character cannot Explore.

Deck limit: 1 per name. Not included in base decks.

Banner of Predators illustration

Ironmaw · Mythbound · MR-042

Banner of Predators

3 Charge · Tactic

Friendly Allies at one normal Route gain +2 Force until end of turn. The first time one of those Allies defeats an opposing Ally with a Challenge this turn, gain 1 Renown.

Deck limit: 1 per name. Not included in base decks.

Ashfang Whelp illustration

Ironmaw · Mythbound · MR-043

Ashfang Whelp

1 Charge · Ally · 3 Force / 1 Guard / 0 Insight

Once during your turn, after this character’s own Challenge defeats an Ally, draw 1 card.

Deck limit: 1 per name. Not included in base decks.

Aevora, Keeper of Unlived Hours illustration

Hourglass Covenant · Mythbound · MR-051

Aevora, Keeper of Unlived Hours

6 Charge · Ally · 3 Force / 7 Guard / 2 Insight

Arrival: choose one friendly Ally at this Route. Its next Challenge this turn does not exhaust it. Once during your turn, after your Foretell finishes resolving, grant this benefit to one friendly Ally at this Route. Repeated grants do not stack.

Deck limit: 1 per name. Not included in base decks.

The Hour Nobody Remembers illustration

Hourglass Covenant · Mythbound · MR-052

The Hour Nobody Remembers

3 Charge · Tactic

Foretell: lock a normal Route. At your next owner turn’s Foretell step, deal 3 damage to each opposing Ally there. Does not damage friendly characters, Companions or Constructs.

Deck limit: 1 per name. Not included in base decks.

Minutehand Scribe illustration

Hourglass Covenant · Mythbound · MR-053

Minutehand Scribe

1 Charge · Ally · 1 Force / 2 Guard / 1 Insight

Once during your turn, after your Foretell finishes resolving at this character’s Route, it gains +1 Insight until end of turn. Foretell without a locked Route does not trigger this.

Deck limit: 1 per name. Not included in base decks.

Orabella, Carnival Crown illustration

Revelwild · Mythbound · MR-061

Orabella, Carnival Crown

6 Charge · Ally · 3 Force / 7 Guard / 2 Insight

Once during your turn, after one of your Encores finishes resolving, regain 1 Charge, up to your Charge capacity. You may then move another friendly Ally at this Route to an adjacent normal Route without changing its readiness. Cannot move rooted or recovering Allies.

Deck limit: 1 per name. Not included in base decks.

One More Impossible Night illustration

Revelwild · Mythbound · MR-062

One More Impossible Night

3 Charge · Tactic

Choose two different friendly Allies at one normal Route. Each gains +1 Insight until end of turn; one also gains +2 Force until end of turn. Does not ready either Ally.

Deck limit: 1 per name. Not included in base decks.

Mirthspark Firewalker illustration

Revelwild · Mythbound · MR-063

Mirthspark Firewalker

1 Charge · Ally · 2 Force / 2 Guard / 0 Insight

Once during your turn, when another friendly Ally enters this Route from your hand, this character gains +1 Insight until end of turn.

Deck limit: 1 per name. Not included in base decks.

Cathedrax, Living Observatory illustration

Prismforge · Mythbound · MR-071

Cathedrax, Living Observatory

6 Charge · Ally · 4 Force / 8 Guard / 2 Insight

Arrival: fully repair one friendly Construct. Once during your turn, when this character Explores at a Route containing a friendly Construct, gain 1 additional Renown. This may combine with Resonance Spire.

Deck limit: 1 per name. Not included in base decks.

Blueprint of Tomorrow illustration

Prismforge · Mythbound · MR-072

Blueprint of Tomorrow

2 Charge · Tactic

Search your deck for one Construct. Reveal it and put it into your hand, then shuffle your deck. You still pay its normal build cost.

Deck limit: 1 per name. Not included in base decks.

Facetwisp Caretaker illustration

Prismforge · Mythbound · MR-073

Facetwisp Caretaker

1 Charge · Ally · 1 Force / 2 Guard / 1 Insight

Arrival: choose one friendly Construct at this Route. Repair it by 2, or give it +2 Guard until the start of your next turn.

Deck limit: 1 per name. Not included in base decks.

Last Horizon Executor illustration

Vigilant Array · Mythbound · MR-081

Last Horizon Executor

6 Charge · Ally · 4 Force / 8 Guard / 1 Insight

Once per opposing turn, after your Reaction finishes resolving, you may deal 1 damage to one exhausted opposing character at this Route. This ability is not a Reaction and does not open an additional Reaction window.

Deck limit: 1 per name. Not included in base decks.

Terminus Protocol illustration

Vigilant Array · Mythbound · MR-082

Terminus Protocol

3 Charge · Tactic

Reaction — Before Challenge damage to a friendly Ally at a normal Route: reduce that damage by 3, minimum 0. After damage, if the Ally survives, deal 2 damage to the attacker. Uses your one Reaction for that opposing action.

Deck limit: 1 per name. Not included in base decks.

Orison Gatelet illustration

Vigilant Array · Mythbound · MR-083

Orison Gatelet

1 Charge · Ally · 1 Force / 3 Guard / 1 Insight

Once per opposing turn, after your Reaction finishes resolving, heal another friendly character at this Route by 1.

Deck limit: 1 per name. Not included in base decks.

Itharyn, Continental Warden illustration

Elderwake · Mythbound · MR-091

Itharyn, Continental Warden

6 Charge · Ally · 4 Force / 9 Guard / 1 Insight

Costs 1 less Charge while you have a prepared Awakening. Awaken — Pay 2 Charge and exhaust: at your next owner turn’s Awakening step, deal 2 damage to each opposing character at this Route, then heal Itharyn by 2. Uses the normal prepared-Awakening limit and cancellation rules.

Deck limit: 1 per name. Not included in base decks.

World Before Footsteps illustration

Elderwake · Mythbound · MR-092

World Before Footsteps

4 Charge · Tactic

Resolve your currently prepared Awakening now, using its normal choices and targets. It must have a legal resolution. Its source remains exhausted, and you cannot prepare another Awakening this turn.

Deck limit: 1 per name. Not included in base decks.

Mosswake Larvalith illustration

Elderwake · Mythbound · MR-093

Mosswake Larvalith

1 Charge · Ally · 1 Force / 3 Guard / 1 Insight

While another friendly character at this Route has a prepared Awakening, this character has +1 Insight. After that Awakening resolves, heal this character by 1.

Deck limit: 1 per name. Not included in base decks.

Moment of Possibility illustration

Factionless · Worldbound · WR-001

Moment of Possibility

0 Charge · Tactic

Gain 1 Charge this turn. You may play only one card named Moment of Possibility per turn. Unspent bonus Charge expires at the end of this turn and cannot become Reserve.

Deck limit: 1 per name. Not included in base decks.

Waystone Conduit illustration

Factionless · Worldbound · WR-002

Waystone Conduit

1 Charge · Ally · 0 Force / 3 Guard / 0 Insight

Once during your turn, exhaust: gain 1 Charge. Cannot use this ability on the turn this character enters play. Readying it does not reset this limit.

Deck limit: 1 per name. Not included in base decks.