Camp · Underworld
Underworld is one of the eight camps of MapRaiders. Your commander class decides what you may play.
Sign up now. Game access opens after 1,000 confirmed sign-ups worldwide and the beta release.
Commander and collection
Ability, in plain words: At the start of the opponent’s turn, one of their active crates gets locked down, as long as you hold the front with a Mafia unit in play.
Deck (collection group): Mafia
Classes:
No other commanders for this camp are public yet.
Why this figure leads the camp
He never gives up his seat at the head of the table. In the Underworld it is not the loudest voice that rules, but whoever stays calmest: a red carnation on the lapel, a look that never has to ask twice. He sells protection for a cut, not with fists but with a quiet ledger. Anyone who steps onto his ground pays tribute whether they like it or not: as long as he holds the front and one of his own units stands on the battlefield, the opponent must rest one of their own active crates the moment their turn begins. No loud strike, just a crate that jams exactly when it is missed the most. That is how one man runs an empire that never has to fire a shot, because everyone already knows who they owe.
How the camp plays
Vanguard and bastion carry the deck: push forward, hold the line, while Cartel cards ride along outside the usual classes.
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
Sign up now. Game access opens after 1,000 confirmed sign-ups worldwide and the beta release.