Claim Reinforcements Compared: Magic, Mercenaries or Maps First?
By Asmodee – Asmodee USA | Published: 2026-11-01
Category: Buying Guides
Compare Claim Magic, Mercenaries, and Maps Reinforcements by theme, factions, and collection fit to decide which Claim card game expansion to buy first for your table.
Quick answer
Start with Claim: Magic Reinforcements if your group loves spellcasting and artifacts, pick Mercenaries Reinforcements for straightforward combat variety and the dual-faction Elves/Orcs, and choose Maps Reinforcements when magical locations and a board-like feel appeal most. All three are small add-on packs, so the deciding factor is which theme your table will actually play.
Theme and faction appeal drive the decision more than rules weight
Each Reinforcements pack introduces a distinct set of factions and card types rather than a new game system. Magic adds Wizards, Druids, and Shape Shifters plus magical artifacts for each faction. Mercenaries brings Heroes, Cyclops, and the new dual-faction Elves/Orcs. Maps introduces Basilisks, Unicorns, and Phoenix along with magical locations for each faction.
Because all three are compatible with Claim and Claim 2, you are not locking yourself into a single path. The practical question is which faction mix your regular opponents will enjoy drafting and countering. If your group already has favorite factions from the base game, pick the pack that adds adjacent or contrasting options rather than duplicating what you already play.
Price and pack size are close, so do not overthink the budget
At catalog prices, Magic Reinforcements is the least expensive of the three, followed by Mercenaries and then Maps. The gap is small enough that theme should outweigh a dollar or two of difference. Treat these as impulse-friendly add-ons rather than major expansions, and expect each to change a handful of cards rather than overhaul the whole game.
Where each pack can disappoint
Magic Reinforcements leans on artifacts, which may feel like extra bookkeeping if your table prefers clean faction-only turns. Mercenaries Reinforcements adds a dual-faction card, which is interesting but can complicate drafting for players who like strict single-faction identities. Maps Reinforcements introduces locations, and if your group already finds the base game table space tight, extra location cards may add clutter rather than depth.
Trade-offs to weigh before you buy
- Magic Reinforcements: artifacts vs. simplicity: You get magical artifacts for every faction, which adds decision layers but also more card interactions to track. If your table likes combo-ish turns, this is the richest first pick; if you want the cleanest possible game, it is the busiest of the three. Pick Magic first only if your group enjoys tracking persistent effects.
- Mercenaries Reinforcements: dual faction vs. clear identity: The Elves/Orcs dual-faction card is the standout novelty, and Heroes and Cyclops reinforce a combat feel. The trade-off is that dual-faction cards can blur the clean faction identities some players rely on when drafting. Choose Mercenaries if one flexible, hybrid card sounds fun rather than confusing.
- Maps Reinforcements: locations vs. table space: Magical locations for each faction give the pack a sense of place and creature variety with Basilisks, Unicorns, and Phoenix. The cost is extra table presence and one more category of card to manage during play. Choose Maps if your table has room and you want the most visually distinct theme.
Product facts at a glance
- Claim: Magic Reinforcements: Adds Wizards, Druids, and Shape Shifters plus magical artifacts for each faction. Best if your group enjoys spellcasting themes and can handle a few artifact interactions alongside normal faction play.

Claim: Magic Reinforcements - Claim: Mercenaries Reinforcements: Introduces Heroes, Cyclops, and the dual-faction Elves/Orcs. A strong pick for players who want combat-focused factions and are curious about mixing two factions on one card.

Claim: Mercenaries Reinforcements - Claim: Maps Reinforcements: Brings Basilisks, Unicorns, and Phoenix plus magical locations for each faction. Choose this when location-based effects and creature variety sound more exciting than artifacts or dual-faction cards.
Which Claim expansion fits your table?
Best for
- Groups that love spellcasting and artifact-style effects choosing Magic Reinforcements first
- Players who want combat factions and a novel dual-faction card choosing Mercenaries Reinforcements
- Tables that enjoy location-based themes and creature variety choosing Maps Reinforcements
Not for
- Players who want a single expansion to dramatically change the base game — these are small add-on packs
- Groups that dislike extra card types or table clutter — consider sticking with the base game
- Shoppers looking for a standalone game — all three require Claim or Claim 2


