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.
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- Underworld 152 cards
Only the Underworld reaches into the enemy purse, reads their hand, puts traps back down after they have sprung, and takes what is not its own. - Hell 139 cards
Only Hell pays with its own, picks its dead back off the discard pile onto the field, and banishes a crate for good. - The Authority 125 cards
Only the Authority sees the enemy face-down field and locks what they mean to use. - Steel 123 cards
Only Steel copies itself and switches off abilities that are not its own. - Capital 123 cards
Only Capital earns from holding the line, and sets spent crates back up. - Sky 116 cards
Only the Sky gives and takes life, banishes characters from the match for good, and brings them back out again. - Nature 115 cards
Only Breed changes WHAT a unit is: it grants roles, domains and growth. - Antiquity 115 cards
The eighth camp. Its cards are in the catalogue, its keyword has not been fixed yet, so none is given here.
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.