MAPRAIDERS
Become a beta testerBeta
Skip to content

The eight camps

A camp is what a card belongs to. It gives the card its colour and carries the keyword that belongs to that camp alone. It does not decide what may go into your deck: your commander class does that.

Become a beta testerSend us an email and we will get back to you. The beta runs with a handful of people and we walk each one through it.

Plus 9 neutral cards in the find: six commanders to start with and three that are legal in any deck whatever colour you play. And 6 buildings that belong to no camp. 1008 plus 9 plus 6 make up the 1023 objects in the catalogue.

What the camp means in play

You pick your camp with your first territory. During basic training you draw from it, so that what you end up with is a deck you can play rather than a handful of cards from eight directions. Once basic training is done the binding ends: from then on everything drops, but seventy per cent of it carries your own commander theme and thirty per cent is free. The camp does not lock you in, it gives you a start.

Next

Where the cards come from Eleven sources, none without movement. How it is played When you pick your camp and when the binding ends.