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Partially verifiedVersion: 0.9.8

Greed: Palace and Mercenary Core

Plan a Palace and Mercenary Greed build with Beacon support, a 3x3 layout, wallet checks, upgrade choices and alternatives when Dispenser does not appear.

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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

An alternative Greed route when the base and troop upgrades arrive more readily than Dispenser.

Mercenary viability → Palace contribution → Beacon connection → complementary damage.

Beacon at A2 touches Palace at A1 and Vault at B2; its base connection is intentional. Vault is not a troop and cannot substitute for the Mercenary screen.

Equipment

Damage core
Palace with Mercenary
Support cards
Beacon, Vault; optional Blacksmith
Enchantments / tome actions
Steel Coat or current defensive effects on Mercenary
Board state
Developed plan; adjust to actual draws

Skills

Card access
The principal components are Greed cards. Cross-king damage or health support is conditional on enemy rewards or shops.
Effect condition
Beacon at A2 touches Palace at A1 and Vault at B2; its base connection is intentional. Vault is not a troop and cannot substitute for the Mercenary screen.

Best for

An alternative Greed route when the base and troop upgrades arrive more readily than Dispenser.

Avoid if

Saving gold preserves population but delays necessary damage; Palace cannot cover every enemy army by itself.

How it works

Palace contributes base attacks while a held-gold Mercenary army creates contact time. Beacon serves the base through a direct cardinal connection; a complementary attacker addresses fights the base does not clear efficiently.

Equipment priority

Equipment priority
PriorityEquipmentInstruction
1 · StabilizePalace with MercenaryUse the Palace and a viable Mercenary as the first commitment when that hand is stronger than the available Dispenser route. Do not spend the opening trying to recreate another setup while the base and troop cards in hand can already contribute.
2 · ConnectBeacon, Vault; optional BlacksmithReserve A2 for a Beacon connection to Palace at A1. Add the illustrated Vault only once the troop can tolerate the economic investment. Check whether the base attacks the threats that matter; a useful troop upgrade may do more than another Palace level when the base is not the current bottleneck.
3 · DevelopSteel Coat or current defensive effects on MercenaryThe Palace, Beacon and Mercenary must operate as an army, not as three isolated Greed cards. Mercenary holds enemies while the base contributes. A late Dispenser can occupy C2 as complementary damage, but it begins its receipt-sensitive development then; it does not retroactively inherit the run economy.

Build order

  1. Use the Palace and a viable Mercenary as the first commitment when that hand is stronger than the available Dispenser route. Do not spend the opening trying to recreate another setup while the base and troop cards in hand can already contribute.
  2. Reserve A2 for a Beacon connection to Palace at A1. Add the illustrated Vault only once the troop can tolerate the economic investment. Check whether the base attacks the threats that matter; a useful troop upgrade may do more than another Palace level when the base is not the current bottleneck.
  3. The Palace, Beacon and Mercenary must operate as an army, not as three isolated Greed cards. Mercenary holds enemies while the base contributes. A late Dispenser can occupy C2 as complementary damage, but it begins its receipt-sensitive development then; it does not retroactively inherit the run economy.

How to play

A growing reserve is not a win condition by itself. When the screen survives but cannot finish the opposition, accept a necessary purchase even if Mercenary numbers fall slightly. When the screen collapses, an unrelated late tower investment may be too slow to justify the same spending.

What can break the build

A Beacon placed diagonally from Palace leaves the intended base-speed relationship missing. Moving it into A2 is a geometry repair, whereas buying another economy card is a different decision. Check that later placements do not displace the only direct base support.

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.

Palace contributes base attacks while a held-gold Mercenary army creates contact time. Beacon serves the base through a direct cardinal connection; a complementary attacker addresses fights the base does not clear efficiently.

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 commitmentPalace with Mercenary
Support to seekBeacon, Vault; optional Blacksmith
Separate action cards / enchantmentsSteel Coat or current defensive effects on Mercenary

The principal components are Greed cards. Cross-king damage or health support is conditional on enemy rewards or shops.

Opening: A1: Palace; B1: Mercenary

Use the Palace and a viable Mercenary as the first commitment when that hand is stronger than the available Dispenser route. Do not spend the opening trying to recreate another setup while the base and troop cards in hand can already contribute.

Mercenary viability → Palace contribution → Beacon connection → complementary damage. Treat the order as a reward decision, not a promise that those cards arrive together.

Mid-run connections

Reserve A2 for a Beacon connection to Palace at A1. Add the illustrated Vault only once the troop can tolerate the economic investment. Check whether the base attacks the threats that matter; a useful troop upgrade may do more than another Palace level when the base is not the current bottleneck.

Formed core and 3x3 plan

Row / column123
APalaceBeaconKeep free
BMercenaryVaultKeep free
CKeep freeDispenserKeep free

The Palace, Beacon and Mercenary must operate as an army, not as three isolated Greed cards. Mercenary holds enemies while the base contributes. A late Dispenser can occupy C2 as complementary damage, but it begins its receipt-sensitive development then; it does not retroactively inherit the run economy.

Beacon at A2 touches Palace at A1 and Vault at B2; its base connection is intentional. Vault is not a troop and cannot substitute for the Mercenary screen.

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

A mistake worth avoiding

A Beacon placed diagonally from Palace leaves the intended base-speed relationship missing. Moving it into A2 is a geometry repair, whereas buying another economy card is a different decision. Check that later placements do not displace the only direct base support.

When to stop investing

A growing reserve is not a win condition by itself. When the screen survives but cannot finish the opposition, accept a necessary purchase even if Mercenary numbers fall slightly. When the screen collapses, an unrelated late tower investment may be too slow to justify the same spending.

Substitutions and a supported pivot

Keep this branch if base and troop duplicates continue to arrive. Convert toward Dispenser only when the tower and the screen can function immediately; preserve useful Beacon connections instead of demolishing the core just to match a different diagram. Borrow health or damage support only for the failure actually observed.

Failure checks

Observed failureConcrete next check
Palace contributes but cannot clear the whole armyAdd a complementary attacker with a distinct useful job.
Saving gold postpones every repairSpend on the improvement that makes the next fight viable.
A new Dispenser looks weaker than an old screenshotJudge its own placement time and receipts, not historical totals.

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

Source notes

Palace and Mercenary roles: official cards. Current reserve and Beacon mechanics: Patch #29. Current baseline: Patch #31. Developer rework notes supersede older wiki values. Start a fresh run after updating.

An alternative Greed route when the base and troop upgrades arrive more readily than Dispenser.

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: Palace and Mercenary Core

Site planner preset; not a game import code. Beacon at A2 touches Palace at A1 and Vault at B2; its base connection is intentional. Vault is not a troop and cannot substitute for the Mercenary screen.

Partially verified
{"king": "King of Greed", "board": ["Palace", "Beacon", null, "Mercenary", "Vault", null, null, "Dispenser", null], "opening": ["Palace", null, null, "Mercenary", null, null, null, null, null], "notes": "Beacon at A2 touches Palace at A1 and Vault at B2; its base connection is intentional. Vault is not a troop and cannot substitute for the Mercenary screen. Steel Coat or current defensive effects on Mercenary"}

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: Palace and Mercenary CorePartially verifiedPalace with MercenaryDispenser at C2 is a later complement, not mandatory. If it never appears, improve the useful troop and base rather than spending every reroll to convert this into another build.If Mercenary lasts yet the enemy wins slowly, spend on useful damage even if troop count dips. If the base is reached immediately, saving more gold or using a different screen can be more valuable.