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Powder Eater

Powder Eater
ST:1 HP:1 MHP:1 G:10
Item Limit:
Multiplies when moving, leaving copies in both former and new locations.

The Tribbles of Culdcept have been around for a long time. Newcomers to the game may look at the card and wonder what the big deal is; however, veterans understand how scary the Powder Eater really is. Its uses are countless and with a little time and effort, it can be a dominating presence in any match.

The thing to remember about this card is that it leaves copies of itself whenever it moves. Those copies have the same stats as the creature you moved. So, if it happened to be a 0/100 Powder Eater, you now have two 0/100 Powder Eaters to play around with. If left unchecked, entire rows of map can be taken over by 0/100 defenders that opponents can do little to nothing about. Which is why they are attacked with great prejudice when they show up in a free for all match.

Last Updated on Monday, 10 April 2017 17:02

Read more: Powder Eater

(HoF) FEMA (-, 0/0/50)

1 Acid Rain
4 Aurora
1 Comet
1 Corruption
2 Crusher
1 Desert Storm
2 Drain Magic
2 Echo
3 Fairy Light
4 Grace
2 Insect Swarm
2 Land Drain
4 Permission
3 Poison Mind
1 Refuge
2 Reincarnation
1 Revival
1 Sculpture
2 Suppression
3 Tempest
1 Theft
2 Triumph
3 Wind of Hope
2 Word of Recall

If you have not read my Symbols Guide… I highly recommend it before attempting to use either Taxman or FEMA.

Taxman likes to play a game separate from the other Cepters. Quietly chugging along, benefitting off the hard work of its opponent while keeping itself more or less aloof to the back and forth of more conventional decks. FEMA is the large rich kid that bullies everybody at school. It plays its own game, but it also wants to take your lunch along with your lunch money.

This is NOT a nice deck. It will NOT make you any friends. You WILL become public enemy #1 quickly. It uses a lot of the same concepts of Taxman; Grace in order to immediately benefit from cashing in on Temple purchases, Permission to quickly lap and reinvest your G into more symbols, Echo to immediately boost your coffers after a Temple run, Aurora to boost symbol value through the roof, Triumph to boost your lap bonus through the roof. You know, the non-invasive aspects that Taxman thrives on.

FEMA sacrifices the speed and flexibility of Taxman and adopts mass damage to influence the match as it sees fit. It’s slower and more expensive but brutal in execution. Acid Rain wipes out pesky idols. Comet is there to set straight any errant Cepter that refuses to boost the symbols you’ve invested in, or gets too close to finishing the match without your permission.

Desert Storm prevents your opponent from leveling long enough for you to invest in their property’s symbols and act as either a deterrent or a dare for them to level once the spell has expired. It also serves to overwrite troublesome enchants like Quicksand or Greed. This serves well to slow down your opponent’s enough to set yourself up for whatever combos you need.

This is not an easy deck to run. It takes a skilled hand to manage your funds enough to do what you want to do. Taxman could jump off with as little as 30G in hand and an opportunistic Grace. You can’t invest as wholesale with FEMA. Keeping at least 200G in hand for a Tempest while near enough a money source to follow up with an Insect Swarm in order to wipe the board is crucial.

On top of that, know WHEN to do your mass damage. Don’t blow up a Tempest immediately when it hits your hand. You may even want to discard it until a more opportune time. Keeping it hand can be dangerous when your opponent is running Crusher (almost always) or Suppression. Wait until you have an Insect Swarm BEFORE you start the mass damage game. If you use Tempest too soon, you run the risk of your opponent healing their creatures with a lap bonus and giving them just enough HP to stay on the board. Most creatures in Saga have MHP40 or lower. You have zero invasion in this deck, a creature with 1 HP will still make you pay their toll so make your damage count.

Pay attention to where the leveled territories are and what elements they are. When you wipe the board, invest in symbols of those colors, so when your opponent, inevitably reclaims that territory, you get an astronomical boost.

Poison Mind EVERY TIME it shows up. This is critical in weeding out Corruption, Disbelief, Suppression etc. Suppression is great for axing these problem cards. I find a certain poetic justice in Suppressing Suppression, just saying.

I’ve very rarely brought FEMA out to play. It is a discouraging deck that only serves to kill everything indiscriminately. It’s not fun to play against and if you choose to use it, put yourself in your opponent’s shoes first. Keep it classy.


Like this deck and want to build your own like it?

We've done the work for you! Click here to go straight to the Culdcept Saga Deck Builder and customize as you see fit! :-)

Last Updated on Monday, 10 April 2017 12:09

(HoF) Scrooged (5 decks)

These 5 decks are ridiculously effective in 1v1 matches. By that, I mean your opponent will have a very hard time getting anything going - or even lapping more than a few times in the whole match. Because of this, I reserved them mostly for our tournaments and leagues, where fierce decks are somewhat more acceptable. I've purposely not posted them before now, because like April said about Freshness and DaBlob (which inspired parts of these)... I really didn't want to play against them (and still don't want to!). Since Culdcept Revolt is on its way to the West, I thought it would be fun to share them with the community.

Scrooged (NRG, 19/6/25)

4 Brass Idol
3 Barbarian
3 Tokebi
4 Hypno Sloth
2 Sakuya
3 Wolverine

2 Boomerang
2 Gaseous Form
2 Spectre's Robe

1 Acid Rain
4 Backward
1 Chariot
3 Crusher
3 Land Drain
4 Pain
1 Refuge
1 Relief
3 Slow
1 Tempest
3 Word of Recall

Scrooged is the first deck I made in this series, and by far the most versatile. It's a fusion of multiple decks - Slowride, Freshness, Rockebi and several others of my own design. Starting life as an all-Fire Land Transfer deck way back in Saga Bowl I (which lost its only match!), it grew into a Fire+Earth version that had about a .500 record, losing virtually every match when facing more aggressive decks. So, I gave it more firepower, but that hurt the LT action a bit. Still not happy, I worked in some G deprivation, but couldn't get it to flow well. Then, fortune smiled... I played a match where my opponent had Brass Idol. I completely dominated that match. I immediately replaced Wind of Hope etc. with the idol, and realized that it gave me plenty of room to work in something else... movement deprivation. A few tests and minor revisions later, I ended up with the monster you see here.

Opponents can forget about rolling the die normally for the most part. Between Hypno Sloth, Backward and Slow, it's 2 steps forward, 2 steps back... and just when they somehow manage to get within range of the castle, Word of Recall warps them back and robs them of their lap, forcing them to start all over again.

While they're struggling to simply walk forward, Wolverine, Land Drain and Pain are steadily siphoning away what little G they do have... they have a very hard time paying for invasions, casting spells, or even simply creating chains. That last part also means that you are grabbing land with ease, which means you're also nickel-and-diming them with small tolls they can't avoid.

Meanwhile, the awesomeness of Tokebi's Land Transfer with some help from Refuge supplies to with all the G you'll ever need to fund the domination. It feels very much like you're playing at 3-4x the speed of your opponent, with all the Immediate creatures and virtually everything being so inexpensive.

Opponent trying to block you with idols? No problem, keep them away with your mass damage spells and by smashing them in battle ASAP. It's easy. Goblins? Smash Goblin's Lair on sight and crush them in battle with whatever you have on hand. Are they running a passive G-generation deck? Push them onto a high toll or 2. Cake.

The only real threat you need to watch out for is yourself. Don't try to do too much on lap 1. Instead, use that lap to lay your groundwork... build your Earth chain within reason while slowing their movement and draining their G. If you have Pain and Brass Idol in your opening hand, your chance of victory is extremely high.

Last Updated on Sunday, 09 April 2017 22:05

Read more: (HoF) Scrooged (5 decks)

Gp Farming: How to Efficiently Earn and Spend Your Gp

* The following guide contains spoilers. Proceed at your own risk.

** Earning Gp by enjoying the game and slowly acquiring exciting new cards is part of the thrill of Culdcept titles. The strategies below are meant to earn Gp as fast as possible and are mind-numbingly tedious. Proceed at the cost of fun.

*** Names and terms below are subject to change in the English version. The guide will be updated once official translations are known.

The GP System, Card Blocks, and Card Packs

In previous Culdcept games, cards were obtained directly by winning matches. After finishing a match, you earned a number of certain types of cards based on your rank, your (dis-)advantage, and the particular map you played on. So, with a judicious choice of map and setup, you could rig things so you were earning 6-10 cards every minute or two vs. the AI. This made grinding out all the cards a relatively short bout of tedium. This is no longer the case in Revolt due to changes to the card earning mechanic; namely, card blocks and the Gp system.

Rather than dump a ton of new things on the Cepter's lap at once, Revolt paces exposure to new cards and map elements. The catalog is divided into card blocks and each new quest exposes the Cepter to new creatures, abilities, lands, and buildings. This promotes a gradual understanding of the game and prevents Cepters from quickly grinding out power books to take online. The unlock table below lists the quests, associated card blocks, card abilities introduced in the block, and new lands and buildings introduced in the quest.

Last Updated on Saturday, 08 April 2017 12:29

Read more: Gp Farming: How to Efficiently Earn and Spend Your Gp

Long Wall of Air (NY, 22/6/22)

from the Official Guide

Concept: This book quickly establishes territories using the abilities of its Air creatures. At the same time, it aims to collect the bonus from Long Line.

Quick strategy: Start off the early game by summoning Powder Eaters and Breeze Spirits. Using Magical Leap if necessary, summon Legendary Pharos at a branch point of the map. Use Sense of Wild as soon as you get it in hand. When no longer Down, move Powder Eater and call Statues via Legendary Pharos' creature spell to gain more territories. Do what you can to chain Air lands together and strengthen Garuda. If you successfully connect your lands, you'll gain massive benefits from Long Line and the Mad Harlequin's boost. Place Sword Princess on important lands as she can transform into Armed Princess to defend effectively.

Key Card: Breeze Spirit

3 Legendary Pharos
4 Breeze Spirit
2 Garuda
2 Mad Harlequin
3 Powder Eater
4 Sword Princess
2 Sylph
2 Wyvern

4 Storm Shield
2 Moon Scimitar

2 Air Shift
2 Alarm
2 Escape
2 Holy Word 1
2 Holy Word 8
2 Long Line
2 Magical Leap
2 Mass Phantasm
2 Prophecy
4 Sense of Wild

Last Updated on Sunday, 02 April 2017 22:54

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Armadillo DS
ST:20 HP:60 MHP:60
G:40
Item Limit:
In Battle: HP-30 during even-numbered rounds

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