Sunfire House

If first in turn Opens colors Gold+Red. Shield 1, Trap. Stop next creature card.

Dark Cottage

Dark. (When created: Draw 1 card then discard 1 card.) Trap. (On opponent’s turn: Stop and discard a card before it is played, this Trap is sacrificed.) Stop next card level 3 or lower (L3-).

Shadow Cottage

If first in turn Opens colors Silver+Black. Trap. Stop next spell card or building card. When created: Draw 1 card.

Flamefort House

Fire 2. (When created: Deal 2 damage to any target.) Trap. (On opponent’s turn: Stop and discard a card before it is played, this Trap is sacrificed.) Stop next card level 3 or lower (L3-).

Steel House

If first in turn Opens colors Silver+Red. Trap. Stop next non-creature card. When this is sacrificed: Deal 1 damage each opponent.

Glorystone House

Trap. (On opponent’s turn: Stop and discard a card before it is played, this Trap is sacrificed.) Stop next card level 3 or lower (L3-). When this is sacrificed: Gain 3 life.

Brightwatch House

If first in turn Opens colors Silver+Gold. Pacifist, Trap. Stop next building card.

Rootshade House

Trap. (On opponent’s turn: Stop and discard a card before it is played, this Trap is sacrificed.) Stop next creature card. When created: Draw 1 card.

Thicketwatch Cottage

If first in turn Opens colors Black+Green. Growth 1, Trap. Stop next creature card (L2-). When created: Each opponent discards 1 card.

Emberwatch House

Fire 1. (When created: Deal 1 damage to any target.) Trap. (On opponent’s turn: Stop and discard a card before it is played, this Trap is sacrificed.) Stop next non-creature card. When created: Draw 1 card.