Camp · Nature
Nature is one of the eight camps of MapRaiders. Your commander class decides what you may play.
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Commander and collection
Ability, in plain words: Once per turn, rest a crate to grow a young Primeval Wilds creature by one growth stage, permanently adding power.
Deck (collection group): Primeval Wilds
Classes:
Other public commanders in this camp: Jack
Why this figure leads the camp
Roots for arms, a crown of leaves instead of one made of metal, small animals and ancient giants standing under the same canopy. She does not lead the Untamed Wilds as a ruler, but as a mother: every creature in it is her child, wolf or mammoth, whichever age it came from. Once per turn she rests one of her own crates to grant a still growing creature another growth mark and permanently more power, as long as it has not fully grown yet. She forces no one to become large, she only gives the time in which growth is allowed to happen. Whoever joins her forest is not born, they grow.
How the camp plays
Vanguard and deep sea bring the creatures, while Beanstalk cards keep pushing that growth across the board.
You pick your camp with your first territory and draw from it during basic training, so you start with a deck you can actually play. After basic training, drops are no longer tied to your camp and lean towards your commander.
The other seven camps
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