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(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

Great Waste World (NRG, 25/6/19)

from the Official Guide

Concept: Interfere with your opponents by using Waste World to increase the cost of high-rarity cards. Take advantage of the Support ability with your N-rarity cards.

Quick strategy: Waste World is a world enchantment that makes it difficult/costly to use strong high-rarity cards. Since this book is composed mainly of N-rarity cards, it'll have less influence than other books. However, because the book is strong in the Support ability, it's easy to get high ability values in battle. For example, taking advantage of Trojan Horse's Penetration or Death Scythe's high base ST via Support makes it possible to invade quite a bit. Let the small Woodfolk and Dryads hold your lands; using Dragon Zombie, Wall of Stone, etc., in place of items will make them effective defenders. Although it is rarity S and somewhat costly, Drain Magic can be effective at robbing your opponent of opportunities with Waste World in place. In addition, Reincarnation will be expensive, but don't hesitate to use it when you must - namely, when your hand is depleted of creatures from using Support in battle.

Key Card: Waste World

3 Fighter
2 Trojan Horse
2 Death Scythe
2 Dragon Zombie
4 Dryad
2 Great Tusker
2 Green Ogre
2 Rock Troll
2 Wall of Stone
4 Woodfolk

4 Armet
2 Moon Scimitar

2 Disease
2 Drain Magic
3 Earth Shift
2 Holy Banishment
2 Reincarnation
2 Shatter
4 Waste World
2 Wind of Hope

Last Updated on Sunday, 02 April 2017 22:40

Land Transfer Charts

  Level multiplier Chain multiplier
1 1 1
2 2 1.5
3 4 1.8
4 8 2
5 16 2.2

Land Values

These tables show the land values based on base value, level, and chain. Top table is for base value G80 lands, then G100, and finally G120.

Land values level 1 level 2 level 3 level 4 level 5 Cost from level 1 Cost + LT
1 chain 80 160 320 640 1280    
2 chain 120 240 480 960 1920 60 160
3 chain 144 288 576 1152 2304 180 280
4 chain 160 320 640 1280 2560 420 520
5 chain 176 352 704 1408 2816 900 1000

 

Land values level 1 level 2 level 3 level 4 level 5 Cost from level 1 Cost + LT
1 chain 100 200 400 800 1600    
2 chain 150 300 600 1200 2400 80 180
3 chain 180 360 720 1440 2880 240 340
4 chain 200 400 800 1600 3200 560 660
5 chain 220 440 880 1760 3520 1200 1300

 

Land values level 1 level 2 level 3 level 4 level 5 Cost from level 1 Cost + LT
1 chain 120 240 480 960 1920    
2 chain 180 360 720 1440 2880 100 200
3 chain 216 432 864 1728 3456 300 400
4 chain 240 480 960 1920 3840 700 800
5 chain 264 528 1056 2112 4224 1500 1600

Last Updated on Monday, 03 April 2017 18:03

Read more: Land Transfer Charts

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Card of the Moment

Carbuncle DS
ST:20 HP:20 MHP:20
G:20
Support / Reflects: Scroll attacks

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