Blacksmith & Farm Paladin Wall
Anchors front-row Paladins and back-row Archers around two Blacksmiths and Farms so flat percent attack and unit-count scaling compound automatically every year.
Archer
Primary ranged DPS receiving Blacksmith & Farm buffs
Farm
Adds units to adjacent Paladin & Archer plots
Paladin
Frontline tank line; stack Steel Coat here
Blacksmith
Boosts Castle, Archer, and Scout Tower attack
Castle
Center Base scales directly off adjacent Blacksmith
Blacksmith
Double-buffs central Castle and frontline Paladins
Scout Tower
Early-game ranged stabilizer upgraded via Wildcard
Farm
Second unit printer adjacent to Castle & Soldier/Paladin
Soldier
Secondary frontline fodder; swap via Razing if needed
Core Cards
Castle, Paladin, Archer, Blacksmith, Farm, Steel Coat, Wildcard
Key Perks
Expansionist, Careful Architect, Imperial Seal, Thick Walls
Target Decrees
Royal Training, Reinforced Armor, Expand Empire
Diplomacy Allies
King of Nature (Procreate / Forest / Clone); King of Greed (Beacon / Vault)
Execution Steps
- Open with Castle at center (1,1), a Blacksmith at (1,2), and Paladins at (0,2) so every early round upgrades both frontline durability and base damage.
- Place Archers at (0,0) and connect them with a Farm at (0,1) to raise total arrow volume instead of spending scarce early gold.
- Hold Wildcard for Paladin or Blacksmith level-ups rather than burning it on low-impact early Tomes.
- Draft Steel Coat whenever Archers or Paladins risk dying to burst waves (especially against King of Spells or King of Stone bosses).
Pitfalls to Avoid
- Do not dilute your diplomacy deck with non-scaling Troops; keep enemy King wars aligned with Nature or Greed when available.
- Avoid placing Blacksmiths on outer corners where they touch only two plots instead of three or four.