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Partially verifiedVersion: 0.9.8

Greed: Dispenser Economy Engine

Connect Dispenser, Vault and Beacon in Greed build that tracks earned gold and held gold separately, with a 3x3 layout, spending choices and frontline repairs.

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Game version
0.9.8 · Patch #31
Mode
PvE campaign framework
Difficulty
Adjust to selected difficulty; no verified clear
Verified clear rate
Unverified

Gold receipts develop a placed Dispenser while held gold maintains a Mercenary screen.

Screen and Dispenser → early useful Vault → Beacon → damage support when needed.

The baseline is nine held gold per Mercenary unit, subject to current modifiers. Do not treat total gold earned as spendable reserve or reproduce patched Vault leveling exploits.

Equipment

Damage core
Dispenser
Support cards
Vault, Beacon; optional Blacksmith or Quarry
Enchantments / tome actions
Defense on Mercenary or a replacement screen
Board state
Developed plan; adjust to actual draws

Skills

Card access
Palace, Mercenary, Dispenser, Vault and Beacon belong to Greed. A draw does not guarantee the whole set; place the income-sensitive tower early when combat permits.
Effect condition
The baseline is nine held gold per Mercenary unit, subject to current modifiers. Do not treat total gold earned as spendable reserve or reproduce patched Vault leveling exploits.

Best for

Gold receipts develop a placed Dispenser while held gold maintains a Mercenary screen.

Avoid if

Repeated rerolls shrink the Mercenary screen; a late Dispenser has missed earlier income; too many Vaults consume combat space.

How it works

Dispenser uses gold earned, whereas Mercenary count uses gold currently held. Vault now levels yearly. Those three relationships form an economy engine only when the resulting army survives.

Equipment priority

Equipment priority
PriorityEquipmentInstruction
1 · StabilizeDispenserPlace Dispenser early only if a Mercenary or available troop can keep the army fighting. The tower benefits from receipts after it is placed. A large wallet accumulated before the placement is not evidence that the new tower already received those earlier gains.
2 · ConnectVault, Beacon; optional Blacksmith or QuarryKeep two separate checks after every shop or reroll: how much gold has been earned for Dispenser, and how much remains for Mercenary. Vault can develop the income route, but purchasing it can simultaneously reduce the screen. Inspect the resulting troop preview before treating that purchase as free scaling.
3 · DevelopDefense on Mercenary or a replacement screenBeacon at B3 has a direct connection to the B2 Dispenser. Vault at B1 supplies the economic role and A2 Mercenary supplies troops. A functioning economy core converts future receipts into tower contribution while keeping enough held gold for contact time; another Vault is worthwhile only if that combat chain survives.

Build order

  1. Place Dispenser early only if a Mercenary or available troop can keep the army fighting. The tower benefits from receipts after it is placed. A large wallet accumulated before the placement is not evidence that the new tower already received those earlier gains.
  2. Keep two separate checks after every shop or reroll: how much gold has been earned for Dispenser, and how much remains for Mercenary. Vault can develop the income route, but purchasing it can simultaneously reduce the screen. Inspect the resulting troop preview before treating that purchase as free scaling.
  3. Beacon at B3 has a direct connection to the B2 Dispenser. Vault at B1 supplies the economic role and A2 Mercenary supplies troops. A functioning economy core converts future receipts into tower contribution while keeping enough held gold for contact time; another Vault is worthwhile only if that combat chain survives.

How to play

If a Dispenser is active but weak hits leave enemies healthy, stop stacking speed and find damage support. If the tower barely has time to fire, stop adding income plots and repair the screen. The patched Vault-leveling exploit is not an alternate route when ordinary growth feels slow.

What can break the build

Spending most of the reserve on repeated rerolls can improve tower speed through the economy while shrinking Mercenary enough to expose the base. The improvement to one metric does not compensate automatically for the lost troops. Keep the next purchase only if its combat value outweighs that population loss.

Evidence limit

Mechanics checked against the official card reference and developer Patch #29, #30 and #31 notes on 2026-10-13. Layouts and priorities are editorial recommendations for 0.9.8; no fresh-run clears, win rates, damage benchmarks or universal difficulty guarantees are claimed.

Dispenser uses gold earned, whereas Mercenary count uses gold currently held. Vault now levels yearly. Those three relationships form an economy engine only when the resulting army survives.

Editorial · 0.9.8 · checked 13 October 2026. No measured clears or win rates.

Commitment and card access

Starting decisionThis route
KingKing of Greed
Main commitmentDispenser
Support to seekVault, Beacon; optional Blacksmith or Quarry
Separate action cards / enchantmentsDefense on Mercenary or a replacement screen

Palace, Mercenary, Dispenser, Vault and Beacon belong to Greed. A draw does not guarantee the whole set; place the income-sensitive tower early when combat permits.

Opening: A1: Palace; A2: Mercenary; B2: Dispenser

Place Dispenser early only if a Mercenary or available troop can keep the army fighting. The tower benefits from receipts after it is placed. A large wallet accumulated before the placement is not evidence that the new tower already received those earlier gains.

Screen and Dispenser → early useful Vault → Beacon → damage support when needed. Treat the order as a reward decision, not a promise that those cards arrive together.

Mid-run connections

Keep two separate checks after every shop or reroll: how much gold has been earned for Dispenser, and how much remains for Mercenary. Vault can develop the income route, but purchasing it can simultaneously reduce the screen. Inspect the resulting troop preview before treating that purchase as free scaling.

Formed core and 3x3 plan

Row / column123
APalaceMercenaryKeep free
BVaultDispenserBeacon
CKeep freeKeep freeKeep free

Beacon at B3 has a direct connection to the B2 Dispenser. Vault at B1 supplies the economic role and A2 Mercenary supplies troops. A functioning economy core converts future receipts into tower contribution while keeping enough held gold for contact time; another Vault is worthwhile only if that combat chain survives.

The baseline is nine held gold per Mercenary unit, subject to current modifiers. Do not treat total gold earned as spendable reserve or reproduce patched Vault leveling exploits.

A–C are rows; 1–3 are columns. Plot cards only; unlocked land required.

A mistake worth avoiding

Spending most of the reserve on repeated rerolls can improve tower speed through the economy while shrinking Mercenary enough to expose the base. The improvement to one metric does not compensate automatically for the lost troops. Keep the next purchase only if its combat value outweighs that population loss.

When to stop investing

If a Dispenser is active but weak hits leave enemies healthy, stop stacking speed and find damage support. If the tower barely has time to fire, stop adding income plots and repair the screen. The patched Vault-leveling exploit is not an alternate route when ordinary growth feels slow.

Substitutions and a supported pivot

A sturdy off-faction troop can reduce dependence on held gold, giving more freedom to shop. That substitution must be available and must actually occupy enemies. Blacksmith or Quarry can repair tower damage when those kings enter the reward path; neither is guaranteed by choosing Greed.

Failure checks

Observed failureConcrete next check
Mercenary count drops after shoppingCompare the troop loss with the purchased improvement; preserve reserve if the trade is poor.
A late Dispenser underperformsDo not count past income as received scaling; use an immediate combat improvement.
Fast attacks fail to finish enemiesAdd useful damage rather than another speed-only investment.

Continue with the King of Greed topic or draft this layout. Shared placement rules are explained in card combinations.

Source notes

Dispenser receipt-sensitive growth: official cards. Vault, Mercenary and Beacon changes: Patch #29. Current baseline: Patch #31. Patched Vault interactions: Patch #30. Developer rework notes supersede older wiki values. Start a fresh run after updating.

Gold receipts develop a placed Dispenser while held gold maintains a Mercenary screen.

Copy a connection plan

Copy the site planner preset, then check legal plots and card effects in your run. These JSON presets are not game import codes.

Greed: Dispenser Economy Engine

Site planner preset; not a game import code. The baseline is nine held gold per Mercenary unit, subject to current modifiers. Do not treat total gold earned as spendable reserve or reproduce patched Vault leveling exploits.

Partially verified
{"king": "King of Greed", "board": ["Palace", "Mercenary", null, "Vault", "Dispenser", "Beacon", null, null, null], "opening": ["Palace", "Mercenary", null, null, "Dispenser", null, null, null, null], "notes": "The baseline is nine held gold per Mercenary unit, subject to current modifiers. Do not treat total gold earned as spendable reserve or reproduce patched Vault leveling exploits. Defense on Mercenary or a replacement screen"}

Keep the useful part of your army

Replace a missing job rather than forcing an unavailable card or seasonal payoff.

Keep the useful part of your army
BuildProtect firstIf missingRepair / pivot
Greed: Dispenser Economy EnginePartially verifiedDispenserUse a suitable off-faction screen if spending keeps shrinking Mercenary below what the fight needs. Add damage support when speed alone leaves enemies alive.Compare Mercenary count before and after spending. If it becomes too small, preserve a reserve or replace the screen. If the screen lasts but hits are weak, take damage rather than more speed.