King of Nothing
The King of Nothing is one of the 9 playable kings in 9 Kings. It is the starting deck for the game. It is based on real medieval age kingdoms.
Cards
The King of Nothing has an all-around balanced deck with a straightforward set of cards of all types. It is considered the ideal deck for newcomers.
| Image | Name | Type | Description |
|---|---|---|---|
| Castle | Base | hurls a stone projectile
onto your enemies. | |
| Soldier | Troop | Well-balenced melee troop. | |
| Archer | Troop | Deals weak but fast
ranged demage. | |
| Paladin | Troop | Highly defensive
melee troop. | |
| Scout tower | Tower | Shoots powerful
single-target arrows. | |
| Farm | Building | Every year, adds +1 unit to one
adjacent troop. | |
| Blacksmith | Building | Every year, adds +2% attack
damage to adjacent troops and constructions. | |
| Wildcard | Tome | Levels up target plot. | |
| Steel coat | Enchantment | Cancel the first hit the target
unit would take every battle. |
Decrees
The King of Nothing has no unique decrees, always offering three universal decrees during a Royal Council event.
Perks
The King of Nothing has 9 unique perks, as seen in the image, from left to right:
Agricultural
Start with +1 Farm card in your hand.
Stubborn
Start with +3 free re-rolls.
Frasighted
Archers have +20% range.
Mauler
Castle bouders have +10% attack area.
Protector
Troops start with +1 Steel Coat.
Valiant
Paladins start with +3 units.
Sentinel
Scout towers shoot +1 arrow.
Recruiter
Soldiers have +10% to all stats.
Berserk
All nothing cards start with +10% attack speed.
Strategies
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Knight Haven
This strategy consists of maximizing a Knight’s potential with tanking buffs and unit-increasing cards. The Knight is a sturdy unit with the strongest stats per unit in the King of Nothing deck, making the increment of its initial troop count (3) the most effective use of a Farm.
In the early game, make sure to place an isolated Farm that can only feed your main Knight card. If fighting against the King of Nature, make sure to use as many Procreate cards as possible. In parallel, it's vital to stack as many Steel Coats on the unit as possible, making the main Knight of your kingdom a true tanker that can hold the front line for many seconds. King of Blood's Vampirism is also a powerful enchantment option in rounds where Steel Coat is not an option. For this build, do not scatter your resources on multiple melee plots.
While you're building your Knight, you should also work on a high-DPS backline. This can consist either of Towers or Ranged Troops, depending on the kings you're up against. It is recommended to pick a tower/ranged unit from another deck, so that you can maximize the use of key Nothing cards for this build (Knight, Steel Coat, Farm) while seizing the best of other kings. A Mangler combo'd with a Mercenary is a viable option. A backline of Wizards with diversified spells is another. Elves are viable, but you'll have to give up some valuable Procreate draws to make it work to its full potential.
Curiosities
- The troop Warlock, originaly, was of King of Nothing
- the Scout tower had the art of the Spire
- In early versions, the lives of the King of Nothing were the lives of the King of Greed