Equipment
- Damage core
- Mob with a useful Raptor rider relationship
- Support cards
- Camp; Warlord support; card access for useful unit additions
- Enchantments / tome actions
- Migration, Shields and Swords as eligible troop actions; Rebellious or Jurassic only when equipped
Skills
- Card access
- Warlord, Mob, Raptor, Camp, Migration, Shields and Swords belong to Nomads. Farm is an optional Nothing reward rather than an opening requirement.
- Effect condition
- B2 Mob touches B3 Raptor. Check the actual rider pairing and unit additions; adjacency does not guarantee every Mob unit mounts. B1 Camp is separate empty-plot placement support.
Best for
Connect Mob to useful neighboring unit additions, then inspect a deliberate Raptor rider relationship without treating unit growth as plot destruction.
Avoid if
Mob responds to neighboring unit additions. Dragon Den instead scales with plot destruction. Destroying an adjacent troop is not the same event as adding units, and this layout does not create a destruction engine.
How it works
Keep Mob beside a plot where useful unit additions actually occur, and inspect the resulting counts. Rebellious supplies annual Mob growth when equipped. Camp responds to placing a card on an empty plot and should not be counted as an automatic annual troop-production building.
Equipment priority
| Priority | Equipment | Instruction |
|---|---|---|
| 1 · Stabilize | Mob with a useful Raptor rider relationship | Place a troop that can fight immediately. Mob is the unit-growth commitment; add Raptor only when the offered card and current unit pairing answer a useful battlefield job. Do not save every resource for an unavailable mount. |
| 2 · Connect | Camp; Warlord support; card access for useful unit additions | Keep Mob beside a plot where useful unit additions actually occur, and inspect the resulting counts. Rebellious supplies annual Mob growth when equipped. Camp responds to placing a card on an empty plot and should not be counted as an automatic annual troop-production building. |
| 3 · Develop | Migration, Shields and Swords as eligible troop actions; Rebellious or Jurassic only when equipped | With Mob at B2 and Raptor at B3, inspect which units mount and whether the combined role solves the threat. Jurassic improves Raptor damage when equipped; additional Shields or Swords should have an eligible recipient. Preserve a functioning army when a different rider better suits the matchup. |
Build order
- Place a troop that can fight immediately. Mob is the unit-growth commitment; add Raptor only when the offered card and current unit pairing answer a useful battlefield job. Do not save every resource for an unavailable mount.
- Keep Mob beside a plot where useful unit additions actually occur, and inspect the resulting counts. Rebellious supplies annual Mob growth when equipped. Camp responds to placing a card on an empty plot and should not be counted as an automatic annual troop-production building.
- With Mob at B2 and Raptor at B3, inspect which units mount and whether the combined role solves the threat. Jurassic improves Raptor damage when equipped; additional Shields or Swords should have an eligible recipient. Preserve a functioning army when a different rider better suits the matchup.
How to play
If the pairing disappears first, repair troop survival or use an available troop role. If it survives but cannot clear enemies, inspect damage, targeting and the rider relationship before adding another Raptor.
What can break the build
Mob responds to neighboring unit additions. Dragon Den instead scales with plot destruction. Destroying an adjacent troop is not the same event as adding units, and this layout does not create a destruction engine.
Evidence limit
Mechanics checked against the official card reference and developer Patches #29–31 on 2026-10-15. Layout and priorities are editorial; no measured clears, win rates or damage benchmarks are claimed.