King of Nomads Build Guide: Warlord Migration
A King of Nomads build for 9 Kings 1.0: Warlord, Migration, Raptor, and the movement rules that turn a repositionable board into a tempo engine.
Quick answer: The King of Nomads build uses Warlord as a mobile base and troop, Migration to reposition units, and Raptor to flank. It is the most positioning-heavy build in 9 Kings, with a high skill ceiling and a mediocre floor.

Nomads is the movement king. Its cards care about where units are and how they move. That makes it the most tactical deck in the game and the hardest to recommend to a new player.
This guide covers the Warlord Migration build, the movement rules, and the positioning that makes the deck work.
The deck
Nomads' nine cards:
- Warlord (base + troop): a base that fights and buffs nearby units with its banner.
- Mob (troop): gains units when adjacent cards add units.
- Raptor (troop): can be ridden; ignores some positioning rules.
- Frost (troop): slows enemies by 20%.
- Dragon's Den (building): gains +20% for every plot destroyed.
- Camp (building): +2% to adjacent units when placed on an empty plot.
- Migration (tome): moves a unit to an adjacent empty plot and gives +10% attack and HP.
- Swords (enchantment): +5 or +5% damage, whichever is higher.
- Shields (enchantment): +5 or +5% HP, whichever is higher.
The deck has one hybrid base, three mobile troops, and a lot of repositioning tools.
The Warlord Migration engine
The core loop:
- Warlord holds the base plot and buffs nearby units.
- Migration moves a unit into the Warlord's aura.
- Camp adds stats to units placed on empty plots.
- Raptor flanks and pressures the backline.
The engine is not a fixed board. It is a set of units that move into better positions as the fight develops. That is why Nomads has a high ceiling: a player who repositions well gets more value than a player who places once and forgets.
Opening priorities
Years 1–3: take Warlord if it appears. If not, take Raptor or Mob. You need a mobile unit before you need a payoff.
Year 4: take Sharp Blades or Exploration. Sharp Blades helps the Warlord; Exploration gives you room to move.
Years 5–7: place Camp on an empty plot next to the Warlord. Place Raptor on the flank.
Years 8–11: save gold. Nomads wants a second mobile unit at year 12.
Year 12: buy Raptor, Migration, or a second Camp. Do not buy a static building.
The full board
By year 20:
- Base plot: Warlord.
- Carry plot: Raptor or Mob, inside the Warlord's aura.
- Support plots: Camp and Dragon's Den.
- Front line: Frost and a cheap body.
- Kill zone: the Warlord's banner plus the Raptor's flank.
- Open plot: a landing spot for Migration.
Leave one plot empty. Migration needs a destination, and a full board has no room to move.
Decrees
The best decrees for Nomads:
- Sharp Blades: +30% attack. The Warlord and Raptor both benefit.
- Leatherworks: double movement speed. The best Nomads decree.
- Exploration: extra plots. More room to maneuver.
- Feast: double max HP. Keeps the mobile units alive.
Avoid Bunker. Nomads is not a tower deck.
Perks
The Nomads perks that matter:
- Aggressive: +10% attack for mobile units.
- Leader: +10% Warlord aura.
- Khan: +1 Raptor unit.
- Immigrant: +1 Camp card.
- Rebellious: +10% stats when a plot is destroyed.
Universal: Ingenious, Expansionist, Persistent, Swift, and Wrathful.
Movement rules that decide fights
Migration is not a random reposition. It moves a unit one plot and grants +10% attack and HP, so every use should either dodge a threat or put the unit inside the Warlord's banner. Moving a unit that is already in the aura wastes the card unless the destination is safer.
The Warlord's banner buffs adjacent units, but the Warlord itself is a base and can be attacked. Keep one cheap body between the Warlord and the enemy, and use Raptor to pull pressure away rather than to tank.
Camp only triggers when it is placed on an empty plot. If you fill every plot early, Camp becomes a vanilla building. Leave one plot open until year 15, then fill it only after you have used your last Migration.
Against tower boards, do not walk into the kill zone. Send Raptor around the edge, force the towers to split their fire, and move the Warlord's aura to the flank. Nomads wins by making the opponent's fixed formation irrelevant.
The Final Battle
Nomads struggles against the year-33 boss because the boss does not move the way normal armies do. The Warlord's aura and the Raptor's flank are less useful against a single target.
The plan is to stack the Raptor with Swords and Shields, keep it inside the Warlord's aura, and use Migration to keep it alive. It is a harder fight than Nature or Blood, but it is winnable.
Common mistakes
Building a static board. Nomads rewards movement. If you place once and never move, you are playing a worse version of Nothing.
No empty plot. Migration needs space. Leave one.
Ignoring the Warlord's aura. The Warlord is a base and a buffer. Keep your carry inside the aura.
Taking Bunker. Towers are not the plan.
The best units→ page explains the Raptor's role, and the kingdom layout→ page covers movement lanes.
Play Nothing or Greed first. Nomads rewards players who already understand positioning.
FAQ
Is King of Nomads good in 9 Kings? It has a high ceiling and a low floor. It is strong in the hands of a player who repositions well.
What is the best Nomads build? Warlord Migration: Warlord, Raptor, Camp, Migration.
Should I use Mob or Raptor? Raptor is the flanker; Mob is the wide-board payoff. Use both in a dedicated build.
How do I unlock King of Nomads? Use 99 troop cards across your runs.
Sources
Official source: 9 Kings Steam store page ↗

