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Setup Combos

Setup Combos generally involve casting a spell or using a Territory Ability on a creature or Cepter to set up that Cepter for a nasty surprise (or a nice benefit) very soon.

Boggart Normal Fire
ST:10 HP:30 MHP:30 G:40
Item Limit: Cannot use armor
Claims double the standard toll value. Returns to user's hand if destroyed by spell or territory ability.
Gnome Strange Earth
ST:20 HP:40 MHP:40 G:60
Toll value for occupied territory becomes 1.5x.
Holy Word 0 Strange Single-Enchant
G:30
Target Cepter's next die roll yields a 0.

"How to lose 6000G in two turns..." - Whooh05

 
Cramp Strange Multi-Flash
G:60
ST-20 to all creatures in target area.
Grendel Strange Water
ST:50 HP:50 MHP:50 G:110+Water
Critical Hit: Creatures with ST of 20 and under.

"It's dinner time!" - Jasoya

 
Disease Normal Single-Enchant
G:40
In battle, ST & HP-20 to target creature.
Lunatic Hare Rare
ST:20 HP:30 MHP:30 G:20
Battle End: Swaps opponent's ST and HP values.

"Here's a delightfully evil combo. Infect your target with Disease, then invade - by the way, this also combos perfectly with Chariot. If they have <=20ST or <=40MHP, they're probably worm food. You know what's especially nasty about this combo? It's kinda hard for them to kill your Hare with 0ST!" - Andyman

 
Old Willow Rare Fire
ST:20 HP:40 MHP:40 G:40+FireFire
Item Limit: Cannot use weapons Cannot use scrolls
Defensive / Stops all passing Cepters other than user when placed on a Fire land.
Kelpie Rare Water
ST:30 HP:30 MHP:30 G:70+Water
Item Limit: Cannot use scrolls
Stops all passing Cepters other than user when placed on a land.
Relief Normal Single-Flash
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book.

"You can Relief Kelpie to each of your big blue lands and nail your opponent over and over." - Whooh05

 
Pain Normal Single-Target Flash
G:20
Target enemy Cepter loses 100G magic.
Bandit's Glove Normal Tool
G:0
Attack Bonus: Steals (damage dealt x2G) magic from opponent.

"First hit them with Pain, then on the same turn invade with a heavy hitter and equip Bandit's Glove to take more G away. Invade a previous Parasite-infested creature for more fun." - Jasoya

 
Pain Normal Single-Target Flash
G:20
Target enemy Cepter loses 100G magic.
Witch Strange Air
ST:20 HP:30 MHP:30 G:50
Item Limit: Cannot use weapons
Territory (30G): Steals (number of spell and item cards in target enemy Cepter's hand x20G) magic. / Scroll Critical Hit

"It will cost you an arm, a leg, and some magic power to receive the Witch's service of fortune telling." - Jasoya

 
Reinforce Strange Multi-Flash
G:60
ST+10 to all creatures in target area (up to a maximum of 80).
Decoy Strange
ST:0 HP:10 MHP:10 G:40+Card
Item Limit: Cannot use weapons Cannot use armor
Reflects: All attacks (except scroll attacks)

"The Reinforce beefs up every creature's attacking power, making it easier to move Decoy around the board and kill everything." - Dirk Dorkelson

 
Senility Rare Single-Enchant
G:100
Target creature is destroyed at Battle End.
Powder Eater Strange Air
ST:1 HP:1 MHP:1 G:0
Item Limit: Cannot use scrolls
Multiplies when moving, leaving copies in both former and new locations.

"Senility is great, though there is always the risk of losing the creature you're attempting to overthrow the land with. With Powder Eaters, you can run over and off the senile victim with your own sacrificial lamb. After they're dead and gone, continue to fuzzy march and take the land completely." - Whooh05

 
Silence Strange Single-Enchant
G:70
Prevents target enemy Cepter from using creature cards for 2 rounds. 
Old Willow Rare Fire
ST:20 HP:40 MHP:40 G:40+FireFire
Item Limit: Cannot use weapons Cannot use scrolls
Defensive / Stops all passing Cepters other than user when placed on a Fire land.
Kelpie Rare Water
ST:30 HP:30 MHP:30 G:70+Water
Item Limit: Cannot use scrolls
Stops all passing Cepters other than user when placed on a land.
Quicksand Rare Single-Enchant
G:100
Forces any Cepter that steps onto target territory to stop. Effect ends when triggered or after 2 rounds.

"Ensures that your opponent cannot attack when Old Willow or Kelpie flags it down. Also, you could do a two-step combo by Casting Silence then Quicksand on the next turn." - Russel09

 
Sphinx Rare Air
ST:40 HP:50 MHP:50 G:80+Air+Card
Land Limit: Cannot be placed on Earth
Attack Bonus: Confusion / Boost: HP-10 to Earth creatures.
Disease Normal Single-Enchant
G:40
In battle, ST & HP-20 to target creature.

"This will kill most green creatures before the fight even begins. (Note: Item effects will factor in prior to Sphinx's negative boost effect.)" - Whooh05
"Wave goodbye to any Earth creature with <=30MHP..." - Andyman

 
Temperance Strange Single-Flash
G:70
MHP=30 to target creature.
Sculpture Rare Multi-Flash
G:150+Card
Transforms all creatures in target area with MHP of 30 and under into Statues.

"This combo enables all sorts of shenanigans... Battering Ram... Banishing Ray... Telekinesis... fun fun fun!" - Andyman

 
Weakness Normal Single-Flash
G:10
ST=0 to target creature.
Lunatic Hare Rare
ST:20 HP:30 MHP:30 G:20
Battle End: Swaps opponent's ST and HP values.

"Buh-bye landholder." - IVIad IVIaxx

Last Updated on Friday, 07 June 2013 14:00

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ST:10 HP:30 MHP:30
G:55
Support / Instant Death: 80% against creatures.

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