This list draws its information directly from the English release of Culdcept Revolt. Some info has been updated to add clarity and/or to correct
errors. If you spot an error we've missed, please let us know!
If you're looking for a sortable and filterable offline list, you can download Whooh05's spreadsheet
here.
Click a card to view it full size. Click on Flavor, Explanation and Advice for a card to show or hide the extra text.
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Neutral Creatures
Archbishop ST:30 HP:30 MHP:30 G:50
Immune to Destroy Item and Steal Item effects / Vigorous / Secret Art (30G): Removes
from target creature. (Ignores Anti-Spell.)
Flavor
An archbishop who borrows power from the gods to remove curses cast on living things and even bless the land itself.
Explanation
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands. Secret Art = Used as a Spell in the Spell Phase.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Advice
Has a Secret Art to remove enchantments, and the Vigorous ability allows it to use its Secret Art every turn.
Baldanders ST:0 HP:30 MHP:30 G:20
In Battle: Transforms into a random creature.
Flavor
A creature that can morph its body into that of any other living thing. Its true form is both confusing and hideous.
Advice
There's no way to know what this creature will transform into, so battles with it will be a test of your luck. Truly, it is a card of dreams.
Bandit ST:20 HP:20 MHP:20 G:20
Support: All / Attack Bonus: Steals (damage dealt x2)G from opponent.
Flavor
A bandit who wanders the roads attacking passing Cepters. Steals not only money, but magic as well.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Advice
If you use a powerful creature as support, you'll be able to steal a lot of magic with this creature.
Fighter ST:40 HP:40 MHP:40 G:30Flavor
Mercenaries that fight for coin. With the world in constant turmoil, they are a common sight.
Advice
Has high performance for a low cost. However, since it's neutral element, it can't gain the land effect bonus while defending.
Goblin ST:20 HP:30 MHP:30 G:0Flavor
A terrible little imp. It tends to group up and attack lone travelers wandering the roads at night.
Advice
The cost to summon them is 0, so use them freely. However, they have generally poor performance in battle.
Halfling ST:30 HP:30 MHP:30 G:50
Anti-Spell / Receives land effect from lands of any element.Flavor
A member of a race of small people known for their ability to hide well. Can use any terrain to his advantage and can even dodge spells.
Explanation
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Advice
This creature can be placed anywhere without worrying about the land's element. Good at the start of a match when there's land to grab.
The wooden horse used to infiltrate Troy. The enemy will think it's a gift and take it inside, but there are soldiers hidden inside it.
Explanation
Support = In battle, this creature can use creatures in your hand as items. Penetrates = Attacks ignore extra HP gained from the land effect.
Advice
A creature that can raise its ST with Support and ignore the enemy's land effect with Penetrates. It's best used to invade high level enemy lands.
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Fire Creatures
Ba-al ST:50 HP:50 MHP:50 G:40++
Attacks First / Battle End: Destroys a random card from user's hand.Flavor
The brutal general of the demon army. It appears with a burning wind and rips out its victims' hearts with horrifying power.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
Its Attacks First ability and high ability values make it good for both attack and defense, but it destroys a card from your hand every battle.
Burnacle ST:30 HP:60 MHP:60 G:70
Land Limit:
Item Limit:
Defensive / Secret Art (50G): Adds "Blind"
to target enemy creature. (Toll fees are halved.)Flavor
A colony of fiery barnacles that belch out smoke. Their thick smoke can blanket an entire territory, making it difficult to catch intruders.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Blind = Toll fee is halved.
Advice
A basic Defensive creature. It can use its Secret Art to lower the tolls your opponent's creatures take.
Cait Sith ST:20 HP:30 MHP:30 G:50
Land Limit:
Neutralizes: Attacks from creatures with ST of 40 and up. /
Anti-SpellFlavor
A fairy in the form of a cat. Cunning and swift, it can defeat creatures much bigger than itself and dodge even the trickiest of spells.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Advice
It is strong against magic and creatures with high ST, and is a reliable creature for defending territories.
Chimera ST:30 HP:50 MHP:50 G:80+
Item Limit:
Attacks First / ST+10 each time user receives a lap bonus (up to a
max of 100).Flavor
An artificial creature created by a wizard. Its body has not yet fully formed, but with time, it will become monstrously powerful.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Changes to the Base ST last until the creature reverts to a card.
Advice
Its ST increases as you make more laps. If you place it at the beginning of a match, it will become your strongest creature.
Creeping Flame ST:30 HP:50 MHP:50 G:55
Item Limit:
Defensive / Secret Art (30G): Moves to a neighboring land.Flavor
A bonfire made of angry spirits. Normally a violent pillar of flame, once it's given a target, it will charge towards it as a chaotic firestorm.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Advice
A rare Defensive creature that can move by using its Secret Art.
Fay ST:20 HP:40 MHP:40 G:70
Scroll Critical Hit / Secret Art (50G): ST+20 to target creature (up
to a max of 100).Flavor
A beautiful witch who grants magical boons to valiant knights who earn her favor.
Explanation
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase.
Changes to the Base ST last until the creature reverts to a card.
Advice
It has a Secret Art that increases ST. Use it to strengthen creatures you're planning to use for Move Invasions.
Gas Cloud ST:30 HP:30 MHP:30 G:45
Item Limit:
Neutralizes: 1/2 of damage received from Normal Attacks.Flavor
A creature made entirely of smoke. Mundane attacks will simply pass through its intangible body.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
It can cut the enemy's attack in half. Because of that, it's useful for both attack and defense.
A swordsman of formidable skill who is always training and seeking new opponents. His honed blade always seems to find his enemy's weak spots.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
A powerful creature that can inflict a critical hit on almost any opponent. However, it can't use armor, so its ability to defend is limited.
King Varan ST:60 HP:50 MHP:50 G:100
Item Limit: Flavor
King of the lizards. It has no need for special abilities, as its powerful body and razor-sharp fangs can destroy most anything that stands against it.
Advice
A creature with high ST suited for invading. Invasions can be made from your hand or by using Move Creature.
Minotaur ST:40 HP:40 MHP:40 G:60
Flavor
An ancient creature that is half man, half bull. It stalks its prey and devours it whole. It is feared far and wide.
Advice
A balanced, easy to use creature with solid base stats.
Phlogiston ST:30 HP:30 MHP:30 G:35
Critical Hit: Creatures with MHP of 40 and under.Flavor
Tiny fire spirits that usually float about peacefully. When provoked, they become enraged and torch their surroundings to nothing but ash.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
Has Critical Hit, the signature ability of the fire element. This creature can do x1.5 times the damage against the enemies its effect targets.
Phoenix ST:40 HP:30 MHP:30 G:40
Item Limit:
Upon Defeat: Returns to user's hand.Flavor
An immortal bird with a body of flames. When it dies, its body burns away and a new Phoenix is born from the ashes.
Explanation
If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.
Advice
It doesn't have high base stats, but if it's defeated, it will return to your hand. Use it to invade aggressively and don't worry about it dying.
Red Ogre ST:40 HP:50 MHP:50 G:80
Flavor
A member of the ogre tribe, which are strong, but not very bright. Its body color is red and it prefers to live in far-off mountains.
Advice
Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.
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Water Creatures
Amazon ST:40 HP:40 MHP:40 G:70
Attack Bonus: Steals (user's lap number x30)G from enemy Cepter if
this creature is not equipped with an item.Flavor
A member of an all-female tribe. Their battle prowess surpasses that of most men. They're excellent hunters known to even steal magic.
Advice
The more laps you've completed, the more magic it can steal. However, its ability values are somewhat limited if it's not using a weapon.
Aquahorn ST:50 HP:30 MHP:30 G:70
Land Limit:
Item Limit:
Neutralizes:
/ Secret Art (30G): Transforms into Mistwing.Flavor
An oceanic creature with a single large horn. Master of both land and sea. When it senses danger, it swims to the surface and transforms.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase. Mistwing = / ST:30 / HP:40
Advice
This creature's Secret Art lets it swap between two forms. Each form Neutralizes different elements, so use whichever is best for the match.
Aqualing ST:20 HP:30 MHP:30 G:40
Neutralizes: Creatures with MHP of 30 and under.Flavor
A water-dwelling fairy. It absorbs water into its body and dodges enemy attacks. Attacking this fairy is just as difficult as slicing water.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
Has Neutralizes, the signature ability of the water element. Has low stats, but is able to completely block certain attacks.
Blue Ogre ST:40 HP:50 MHP:50 G:80Flavor
A member of the ogre tribe, which are strong, but not very bright. Its body color is blue and it prefers to live near large bodies of water.
Advice
Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.
Giant Eel ST:30 HP:50 MHP:50 G:60+
Item Limit:
Neutralizes: Flavor
Usually found at the bottom of the sea, this colossal eel will surface to attack boats. Because most attacks slip off its slimy body, few can defeat it.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
A creature with high HP. It has the Neutralizes ability to negate damage from certain enemies. It's useful for defending territories.
Part man, part lizard, this creature can camouflage itself with its surroundings. Any invaders to its territory are met with a swift ambush.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
Its Attacks First ability paired with a good weapon can let it defeat invaders before they even get a chance to strike.
Megalodon ST:50 HP:50 MHP:50 G:40
Land Limit:
Item Limit: Flavor
A man-eating shark from ancient times. It is so massive, it only needs to bump a small boat with its nose to completely destroy it.
Advice
Has high basic ability values. However, it cannot be summoned in fire, earth, or air lands, making its use somewhat limited.
Mistwing ST:30 HP:40 MHP:40 G:70
Land Limit:
Item Limit:
Neutralizes:
/ Secret Art (30G): Transforms into Aquahorn.Flavor
A creature with the form of a manta ray that flies through the air. Master of the sun and sky, when it senses danger, it dives underwater and transforms.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase.
Aquahorn = / ST:50 / HP:30
Advice
This creature's Secret Art lets it swap between two forms. Each form Neutralizes different elements, so use whichever is best for the match.
Triton ST:30 HP:40 MHP:40 G:70
Scroll Critical Hit / Battle End: User draws a card if an item was
equipped to Triton during battle.Flavor
Half-mermaid warriors known for being master tacticians with a fully-stocked arsenal of weapons.
Explanation
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
A creature that uses scrolls well. When you equip this creature with an item, you can draw a card, so it's quite useful for keeping your hand full.
Undine ST:30 HP:30 MHP:30 G:55
Item Limit:
In Battle: HP=(number of user's
territories x20). / Neutralizes: Flavor
A spirit that effortlessly controls the power of water. It becomes stronger as it absorbs more water energy and any water attack against it will fail to hit its mark.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
Its HP increases depending on the number of water territories you have. That plus its Neutralizes ability makes it a good defender.
Wall of Ice ST:0 HP:40 MHP:40 G:25
Item Limit:
Defensive / In Battle: HP+20Flavor
A wall made of ice. Even after it's summoned, it stays frozen due to the frigid winds surrounding it. It will never melt naturally.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
The temporary HP it gets during battle make it a great defender, but means it's more vulnerable to damaging spells than other walls.
A dragon that revived as a corpse. Its power and stamina are the same as when it was alive, but it has lost its special abilities.
Advice
Has high HP and is a reliable defender. However, its cost is high and it cannot use armor.
Dryad ST:20 HP:30 MHP:30 G:55
Land Limit:
Item Limit:
Support: / Can move to any vacant land.
Flavor
Forest fairies that can teleport from tree to tree. When spotted by travelers, they disappear before the lucky person can even capture their beauty in their memory.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Advice
A creature that can swiftly secure empty land. Its Support ability will be helpful for defending the territory it captures.
Gigantherium ST:50 HP:60 MHP:60 G:70+
Item Limit:
In Battle: HP-20 if battle territory has an effect upon it.
Flavor
A Fierce Mammalia. When it's enraged, it has a violent temper and tramples trees. It has low resistance to magic, so it weakens when there's magic placed on it.
Advice
It has high ability values, and is exceptional in offense and defense. However, once it's cursed, it drastically weakens.
Great Tusker ST:60 HP:50 MHP:50 G:80+
Item Limit:
Neutralizes: Attacks First
Flavor
A beast with giant fangs. When it's enraged, it charges forward. Once that happens, it becomes difficult to land an attack on it.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Attacks First = Attacks first in a battle, even when defending.
Advice
With its high ability values and immunity to damage from creatures that have Attacks First, it makes an excellent invader.
Green Ogre ST:40 HP:50 MHP:50 G:80
Flavor
A member of the ogre tribe, which are strong, but not very bright. Its body color is green and it prefers to live in the forest.
Advice
Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.
Lichenoid ST:30 HP:30 MHP:30 G:60
Secret Art (30G): MHP+10 to target creature (up to a max of 100).Flavor
A resident of the forest with a body of moss. It has a gentle personality and shares its powers of growth with others.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Changes to MHP last until the creature reverts to a card.
Advice
Its Secret Art can increase creatures' MHP. Use it to bolster your weaker creatures.
Mummy ST:20 HP:50 MHP:50 G:45
Item Limit:
Defensive / Upon Defeat: User gains (lap number x40)G.Flavor
A mummified corpse that walks once more. When the mummy crumbles to dust, it reveals the way to the treasure buried with it in its tomb.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
A creature that specializes in defense. If it does manage to be defeated, it leaves magic behind.
Rock Troll ST:50 HP:50 MHP:50 G:90
Land Limit:
Regenerates
Flavor
A troll with skin is as sturdy as a rock. This creature has incredible regenerative powers. Because of that, it is feared by many.
Explanation
Regenerates = If not killed, HP returns to full after battle.
Advice
It has high ability values and the Regenerates ability. It recovers all of its damage from battle, so it is a reliable defender.
Sage ST:20 HP:30 MHP:30 G:80
Support: All / Immune to Destroy Item and Steal Item effects. /
Scroll Critical HitFlavor
A sage of the forest. He is very knowledgeable about magical items and takes care to keep them from being misplaced or broken.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
Its ability values may be low, but its Support ability will let it defend your territory well.
Spitting Cobra ST:40 HP:40 MHP:40 G:80
Item Limit:
Secret Art (30G): Adds "Poison"
to target creature.
Flavor
A poison-spitting cobra. Since it spits poison from its fangs, it can attack without biting the enemy.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Poison = At end of battle, HP decreases by 1/2 of MHP.
Advice
The Poison enchantment itself is useful, but you can also use it to overwrite an enemy's beneficial enchantment.
A small animal similar to a squirrel that lives in the forest. It's powerless on its own, but it moves in groups that work together to protect each other.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Advice
Has Support, the signature ability of the earth element. This ability lets you use the creatures in your hand as though they were items.
Wall of Stone ST:0 HP:60 MHP:60 G:25
Item Limit:
Defensive
Flavor
A living wall of stone created with magic. It's extremely hard and difficult to destroy.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
Has high HP and is good for defending territory. However, it cannot use armor, so be careful.
Woodfolk ST:30 HP:40 MHP:40 G:75
Item Limit:
Support: All
Flavor
Tree people known as the protectors of the forests. Loved by all the inhabitants of the forest. If need be, the entire forest will rise up to help them.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Advice
Since it can receive support from any kind of creature you have, it's good for defense. However, it cannot use weapons, so it's not great for invading.
A huge raven charged with lightning. It flies in a thundercloud and attacks faster than the eye can see.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
Has Attacks First, the signature ability of the air element. This allows your defenders to get the first strike in a battle.
Caladrius ST:30 HP:30 MHP:30 G:60
Item Limit:
Attacks First / Secret Art (40G): Adds "Ability +20"
to target creature.Flavor
A sacred white bird. The light that falls from its shining wings can revive the weak.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Ability +20 = In Battle: ST & HP +20.
Advice
Has a Secret Art that increases your creatures' ST and HP. It's not flashy, but if used well, it can be the support a low-cost book needs.
Centaur ST:30 HP:40 MHP:40 G:80
Attacks First / Battle End: Recycles equipped items to user's book.Flavor
Half-human and half-horse. An intellectual and dexterous race, they are very good at using tools and take very good care of their equipment.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
A creature with fairly good ability values and the Attacks First ability. Since it sends used items back to your book, it's very efficient.
Cornfolk ST:30 HP:40 MHP:40 G:70
If destroyed in combat or by a spell, user gains 200G.Flavor
A corn man. When it's defeated, the kernels on its body explode. Reportedly, they're delicious and make fine popcorn.
Advice
Even when this creature is defeated, it leaves behind magic, so plant as many as you like all over the field.
Great Nimbus ST:30 HP:60 MHP:60 G:100
Item Limit:
Vigorous
Flavor
A giant Cumulonimbus King who rolls through the sky. His body is durable and does not know fatigue.
Explanation
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
Because this creature cannot be Fatigued, you can continually have it use Territory Commands.
Griffon ST:50 HP:50 MHP:50 G:80
Land Limit:
Item Limit:
Flavor
A noble beast with the upper body of an eagle and the lower body of a lion. It has power that rivals even dragons.
Advice
Has high ability values and can be useful for invasions, but be aware of its high cost and its land restriction.
Knight ST:50 HP:40 MHP:40 G:90
Critical Hit: Creatures with MHP of 50 or greater.
Flavor
An armored warrior. With nobility and outstanding sword skills, they are constantly seeking stronger enemies.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
Between this creature's naturally high ST and its Critical Hit ability, it's perfect for invading territories guarded by strong creatures.
Serpent Fly ST:40 HP:30 MHP:30 G:70
Land Limit:
Item Limit:
Attacks First / Receives land effect from
territories.Flavor
A huge flying insect with the body of a snake. It sits on the surface of the water and waits for prey. Those that come near it are swiftly eaten.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
A rare creature that can obtain the land effect on two types of land: water and air.
Spectre ST:0 HP:30 MHP:30 G:30
In Battle: ST & HP= (random value between 10 and 70).
Flavor
An ethereal presence whose size and shape are constantly changing.
Advice
Because this card's ability values are completely random in battle, you'll have to trust your luck. Its randomness will scare your opponent.
Tornado ST:20 HP:50 MHP:50 G:55
Item Limit:
Defensive / Attacks First / In Battle: ST+20, HP-10.Flavor
A tornado with a will of its own. Its winds spin even faster during battle, tearing its enemies apart.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Attacks First = Attacks first in a battle, even when defending.
Advice
This creature becomes stronger in battle and has Attacks First, making it very offense-oriented for a Defensive creature.
Wyvern ST:40 HP:40 MHP:40 G:60+
Land Limit:
Item Limit:
Attacks First / Can move to any vacant
land.Flavor
A flying dragon whose beautiful appearance has been featured on many crests over the years. It is capable of flying long distances in mere moments.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
Is able to use Move Creature to go to any open land. Its good ability values and its Attacks First ability make it good at defense.
Yellow Ogre ST:40 HP:50 MHP:50 G:80
Flavor
A member of the ogre tribe, which are strong, but not very bright. Its body color is yellow and it likes to live in grassy plains.
Advice
Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.
Yowie ST:40 HP:40 MHP:40 G:70
Critical Hit:
/ Toll value for occupied territory randomly changes by 1/2 to 2.5x.Flavor
A capricious beast that lives by stealing magic from those it happens across. The amount it takes depends on its mood.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
This creature's even ability values make it good for securing territory at the start of a match.
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Items
Armet G:45
ST-10 / HP+40
Flavor
A helmet that fits snugly on the head. It makes it a bit harder to see, but keeps you safe in battle.
Advice
Increases HP quite a lot for a tool. Because it's not armor, you can use it with creatures that normally can't get extra HP from equipment.
A sword forged of moonlight. Its cuts don't cause pain, but intense sleepiness.
Explanation
Sleep = cannot take tolls.
Advice
Even if you can't defeat the opponent, you don't have to pay any toll if they're sleeping. A good weapon for using during risky invasions.
Petrify Stone G:20
ST=0 / HP=80
Flavor
A stone covered in magic runes. It can temporarily change its user's body to stone to protect them against attacks.
Advice
Sets your creature's HP to exactly 80 for one battle. This is enough to protect against most attacks, so use it to defend a weak land.
Ring of the Succubus G:30
Attacks First / Attack Bonus: Opponent's Base ST=0.
Flavor
A ring that belonged to a succubus. Wear it, and those you touch will find their eyes heavy and their sword arm weak.
Explanation
Attacks First = Attacks first in a battle, even when defending. Base ST = A creature's listed ST without item cards or abilities. Changes to the Base ST last until the creature reverts to a card.
Advice
Because this lets you attack first and also reduces an opponent's damage, it's best used on a defending creature.
Scale Armor G:30
HP+40
Flavor
Armor made of layers of scale-shaped metal. It is effective protection against swords and claws alike.
Advice
An upgrade from Chain Mail. Provides more HP for a reasonable cost.
Sling G:30
Attacks First / ST+10 / HP+10
Flavor
Basic, but still deadly in the right hands. It allows one to attack from a distance before the enemy gets close.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
This item allows your creature to attack first and gives it a nice little ST and HP increase on top of that.
Spark Ball G:60
Scroll Attack: ST=40
Flavor
A scroll with a magic spell inscribed on it. It summons a ball of lightning to damage the enemy.
Explanation
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Advice
Because Scroll Attacks ignore bonuses from the land effect, powerful scrolls like this will help you when invading high level territories.
Spectre's Robe G:60
ST & HP+ (random value between 10 and 70).Flavor
A ghost's robe that causes random parts of its wearer's body to turn partially to ether.
Advice
This armor gives randomized increases. Getting a large boost isn't a certainty, but the look on your foe's face when you do will be priceless.
Storm Spear G:20
ST+20 / Critical Hit: When equipped creature is or .
Flavor
A spear imbued with the power of a storm. It is not strong on its own, but water and air creatures can bring out its true power.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
To take full advantage of this weapon, it is best used in books with many water and/or air creatures.
Sword of Pluck G:40
ST+40 / Critical Hit: When equipped creature has a Rarity of .
Flavor
A sword for the courageous. It grants great power to those who choose to fight, despite being weak.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
A useful weapon with high attack and a strong effect. Very useful in a book with lots of cards with a Rarity of .
Trident G:50
ST+40 / HP+20
Flavor
A three-pronged trident. The long pole makes it difficult for enemies to get near, and its three tips can cause huge damage.
Advice
A strong weapon that increases both ST and HP, but it has a high cost.
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Spells
Air Shift G:100
Changes target territory belonging to user into a land.
Flavor
Amplifies the elemental air energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.
Advice
A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.
Barrier G:30
Adds "Anti-Spell"
to target Cepter. (For 5 rounds, target Cepter cannot be chosen as
the target of a spell.)Flavor
This spell conjures a bubble of dense magic around its user to protect them from enemy spells for a time.
Advice
You can protect yourself from your enemy's spells with this card. However, it only lasts for a certain number of turns, so you have to time it well.
Covers a Cepter in a sphere of darkness that is black as night. Cut off from the world of the waking, the Cepter will be unable to claim tolls.
Advice
Temporarily nullifies toll from enemy territory. Since the effect only lasts for a short time, you should wait for the right opportunity to use it.
Charging Step G:20
Adds "Magic Steps"
to target Cepter. (Makes dice roll 2-4 for two rounds and user gains
50G every time they roll the dice.)Flavor
Causes a Cepter's feet to absorb magic from the earth as he or she walks. Good for acquiring magic, but causes one to walk slowly and awkwardly.
Explanation
This will disappear when movement ends.
Advice
If you want to replenish magic, use it on yourself. If you want the enemy to decrease their speed, use it on them. It's a versatile spell.
Disease G:30
Adds "Ability -20"
to target creature. (In battle, this creature is inflicted with ST &
HP-20.) / User draws a card.Flavor
A spell that saps the body of strength, leaving creatures weak and unable to do battle.
Advice
A spell that weakens creatures. Can even instantly defeat small creatures. And of course, it's always nice to draw an extra card.
Earth Shift G:100
Changes target territory belonging to user into a
land.Flavor
Amplifies the elemental earth energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.
Advice
A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.
Elemental Wrath G:70
HP-20 to all creatures whose element doesn't match the land they're
on.Flavor
Thou, whose element lies not in harmony with the land... Thou shalt be stricken with ruin, for thou hast incurred the wrath of the Four Gods.
Advice
Because this spell hits all creatures on non-matching lands, it will affect all neutral creatures. Can hit a lot of targets at the beginning of a match.
Escape G:20
Transports user to the nearest vacant land. (User cannot roll the
dice this turn.)Flavor
When surrounded by the enemy, sometimes it's best to just...go somewhere else. Even if it's back the way you just came.
Advice
A convenient spell for avoiding an enemy's territory. Not only that, but you can then claim the vacant land you end up on.
Fire Shift G:100
Changes target territory belonging to user into a
land.Flavor
Amplifies the elemental fire energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.
Advice
A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.
Fly G:50
User uses 3 dice for their next roll.Flavor
Borrows spirit energy from the upper atmosphere to create wings of light.
Advice
Roll an additional die to move faster. This is essential for making swift laps.
Greed G:30
Adds "1.5x Toll"
to target creature. (This creature's toll fees are multiplied by
1.5.) / User draws a card.Flavor
By borrowing the power of the god of the gnomes, you will be able to take even more magic from your enemies when they set foot in your territory.
Advice
A spell that increases toll. The higher the territory level, the greater the effect. And of course, it's always nice to draw an extra card.
Growth Body G:20
MHP+10 to target creature (up to a max of 100).Flavor
A spell to strengthen a creature's body. It's so effective, it will last until the creature dies or returns to the card it was summoned from.
Explanation
Changes to MHP last until the creature reverts to a card.
Advice
A spell that increases a creature's MHP. It's advised to use this on creatures with low MHP or on creatures that have been damaged.
Holy Banishment G:90
Returns target creature to its Cepter's hand if the creature's
element differs from the territory it inhabits.Flavor
Amplifies the repulsive force between differing elemental energy to eject a creature from its territory if it is a different element from the land.
Explanation
If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.
Advice
A spell that removes powerful creatures. If there are enemy creatures whose elements do not match the land, then remove them with this.
Holy Word 1 G:30
Adds "Dice 1"
to target Cepter. (Target Cepter's next dice roll yields a 1.)Flavor
...It existed before Culdra created the first world...
Explanation
This disappears after the Cepter it is on has finished moving.
Advice
It will set the next dice roll to 1. Use it so you can stop at a specific land, or use it on an enemy Cepter who is one step away from a high toll territory.
Holy Word 3 G:10
Adds "Dice 3"
to target Cepter. (Target Cepter's next dice roll yields a 3.)Flavor
...Ultimately, even fate itself could not be foreseen...
Explanation
This disappears after the Cepter it is on has finished moving.
Advice
It will set the next dice roll to 3. Good for stopping at a specific land, passing enemy territories, and making enemies stop at your lands.
Holy Word 6 G:50
Adds "Dice 6"
to target Cepter. (Target Cepter's next dice roll yields a 6.)Flavor
...For Culdcept has surpassed even Culdra, its creator...
Explanation
This disappears after the Cepter it is on has finished moving.
Advice
It will set the next dice roll to 6. It's useful when you want to stop at a specific land or when you need to get past a stretch of hostile territories.
Life Stream G:50
Fully recovers the HP of all creatures owned by the user.Flavor
Requests aid from the messenger of the god of creation to come and heal the injuries of the user's creatures.
Advice
It's best used after multiple creatures are damaged from a wide-range spell. Good for keeping your creatures healthy when you're far from finishing a lap.
Liquid Form G:30
Adds "Random Ability Value"
to target creature. (In battle, target creature's ST & HP= Random
value between 10-70.) / User draws a card.Flavor
Changes a creature's body to a liquid state. Liquefied creatures are in a constant state of flux, resulting in unpredictable strength and durability.
Advice
An enchantment that randomizes a creature's battle performance. The outcome will be a surprise!
Magic Bolt G:50
HP-20 to target enemy creature.Flavor
Focuses light energy in your fingertips and then fires it at your target.
Advice
This can defeat a creature with low HP in one shot. Even on tougher creatures, it's helpful for weakening them.
Manna G:0
User gains (lap number x50)G.Flavor
A potent energy known to some as the "food of the gods."
Advice
Lets you earn magic quickly. You can use it immediately or wait until you've completed your current lap.
Mass Phantasm G:70
Adds "Nullified HP Effects"
to all creatures. (HP and MHP cannot be altered by spells.)Flavor
Wraps all creatures in a shimmering veil of illusions, causing magic attacks to miss their mark.
Advice
An enchantment that renders spells useless against creatures. If you combine this with other cards, you will create unbelievable results.
Pacifism G:70
Adds "No Invasions"
to all Cepters. (For 2 rounds, you cannot invade.)Flavor
Drains the fighting spirit from all Cepters to temporarily prevent any battles. However, this false peace will only last for so long...
Advice
A spell that prevents invasions for all Cepters. When you're in the lead, the enemy won't be able to make a comeback if this spell is in their way.
Poison Mind G:20
User views the top 6 cards in target enemy Cepter's book, then
selects 1 to destroy. / User draws a card.Flavor
See into a Cepter's mind, disrupting their thoughts and causing them to drop one of their cards.
Advice
This spell lets you destroy a card from your enemy's book and gives you a chance to look at the cards they'll be drawing in the near future.
Purify G:20
Removes all
effects from the map. User then gains (number of different
removed x50)G.Flavor
A spell that reverts all enchantments into the base magic used to cast them.
Advice
A spell that erases all enchantments. It can earn you a lot of magic if you spread a lot of enchantments before using this spell.
Release G:50
Adds "Unlock Limits"
to user. (For 4 rounds, ignore item restrictions and land
restrictions.)Flavor
For a fleeing window of time, its user is freed from the shackles of impossibility. With greater freedom comes greater possibilities.
Advice
A spell that ignores item and land restrictions. Allows you to make combinations that are normally impossible.
Relief G:30
Exchanges creatures in 2 of user's territories. / Recycles to BookFlavor
Send the right man for the right job.
Explanation
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
Use this to match your placed creatures to the element of the land they're on. This card will return to your book, so you can continue to use it.
Heals a creature's injuries and fatigue so they can rejoin the battle immediately.
Advice
This spell will remove Fatigued. When you combine it with a creature who has a Secret Art ability, it can activate its ability immediately.
Shatter G:30
User selects an Item or Spell Card from target enemy Cepter's hand
and destroys it.Flavor
During the war of the gods, the rebellious god was wounded by finely forged weapons and armor. His grudge towards those items still lingers in this card.
Advice
Destroys a card from the enemy Cepter's hand. Aim for the enemy's most important cards.
Spartoi G:30+
Places a Skeleton on a random vacant land.Flavor
An ancient spell cast by planting the teeth of a hydra in the ground. From the teeth, an army of skeletons grows. It's a popular spell among evil wizards.
Explanation
Skeleton = / ST:30 / HP:40
Advice
A useful spell that will let you claim a territory. However, Skeletons are quite weak, so you should swap it out for a stronger creature as soon as you can.
Speed Penalty G:70
User steals (target's lap # - user's lap # x100)G from the enemy
with the highest lap number. (If user has highest lap number, no G
will be taken.)Flavor
A spell that brings poetic justice down upon Cepters who focus too strongly on making laps.
Advice
Hinders Cepters who earn their magic by making laps. If you're far behind in number of laps, you may be able to steal a lot of magic.
Spirit Walk G:20
Adds "Distant Movement"
to target creature. (Creature can move to any vacant land.)Flavor
By harnessing the same power as the tree spirit, Dryad, your creatures will be able to instantly reach faraway lands.
Advice
A spell that allows creatures to move freely. It's useful for connecting chains and moving creatures for invasions.
Squeeze G:50
User chooses a card from target Cepter's hand and destroys it. /
Target Cepter gains 150G.Flavor
Forcefully extracts the magical energy from a card. Cards that have been drained of their magic crumble into ashes.
Advice
A spell that changes a card into magic. Can be used either to destroy your enemy's key cards or recycle your cards.
Vitality G:30
Adds "Ability +20"
to target creature. (In battle, this creature is granted ST &
HP+20.) / User draws a card.Flavor
An untapped well of power lies deep in the heart of every living thing. Those who claim to know their limits are merely ignorant of their own potential.
Advice
A spell that strengthens creatures. It can also be used to overwrite harmful enchantments. And of course, it's always nice to draw an extra card.
Water Shift G:100
Changes target territory belonging to user into a land.
Flavor
Amplifies the elemental water energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.
Advice
A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.
Wind of Hope G:40 User draws 2 cards from
their book.Flavor
Summons the messenger of Culdra, the Supreme Goddess to bestow cards upon a weary Cepter.
Advice
Lets you draw 2 cards. The more cards you have in your hand, the more options you will have.
Last Updated on Wednesday, 10 January 2024 12:29
Card of the Moment
Assemble Cards Revolt G:70 Hidden / User gains 500G if their hand contains at least one creature of each element. () / If not, user draws 2 cards.
Culdcept Revolt
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