Camp · Sky
Sky 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 bring a cheap Homeward Paths unit back into action at the end of the turn.
Deck (collection group): Homeward Paths
Classes:
No other commanders for this camp are public yet.
Why this figure leads the camp
A white letter ribbon, an open horn, and Charlie at his side with an old watch that no longer tells anyone's time. He does not lead the Homeward Paths because he was ever lost himself, but because he knows every road a weary traveler can still walk. Once per turn he rests a crate to set one of his own low cost Homeward units active again at the end of the turn, as long as it still stands in the same place: no extra attack, just the strength to be ready for one more step. He does not announce victory, he only announces that the road is not over yet.
How the camp plays
Sky guard and deep sea hold the field while he keeps resetting low cost units turn after turn.
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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