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Creatures, Items, & Spells - Rarity S

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.

Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Neutral Neutral Creatures


Beast Gear Strange Neutral
ST:30 HP:30 MHP:30 G:40
Item Limit: Cannot use Scrolls
Neutralizes: Scroll Attacks / Anti-Spell
Flavor

A beast-shaped battle machine armored with a special alloy that is unaffected by magic.

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

Like many neutral creatures, it has a lower cost. Its two abilities help it to defend territory from spells & scrolls.


Clockwork Owl Strange Neutral
ST:20 HP:20 MHP:20 G:10
Item Limit: Cannot use Weapons
Secret Art (40G): Target Cepter can choose movement direction next turn.
Flavor

An owl made of gears and cogs. The wisdom stored within it can become a light to lead the lost.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

This creature's Secret Art allows you to change which direction you're moving along the map. On some maps, it can let you take big shortcuts.


Creeping Coin Strange Neutral
ST:10 HP:30 MHP:30 G:20
Battle End: User gains 100G / If destroyed in combat or by a spell, user gains 100G.
Flavor

A magic coin that's taken the form of a spider. When broken, it will release raw magic.

Advice

You'll obtain magic whether this creature survives or not, but it's bad at defending, so you're better off using it to get some quick G.


Golden Totem Strange Neutral
ST:0 HP:30 MHP:30 G:0
Item Limit: Cannot use Weapons Cannot use Scrolls
Defensive / Secret Art (0G): Gives its user 200G, then is destroyed.
Flavor

A gold statue. Sometimes offered to the Chief God when praying for prosperity instead of a live sacrifice.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.

Advice

While it costs no magic to summon, it's not great for defending territory. You're better off converting it to magic as soon as possible.


Great Fossil Strange Neutral
ST:0 HP:30 MHP:30 G:30+Card
Item Limit: Cannot use Weapons Cannot use Scrolls
Defensive / Does not claim tolls / Upon Defeat: Transforms into Tyrannosaurus.
Flavor

A fossil of a mighty Tyrannosaurus. It is said that a mysterious spell is placed on these bones that let them return to life if they are disturbed.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Tyrannosaurus = Neutral / ST:50 / HP:60

Advice

Can't take tolls, but is useful for making chains and revives as a strong creature if an enemy attacks it.


Hidebehind Strange Neutral
ST:30 HP:40 MHP:40 G:40
Secret Art (40G): Adds "Land Effect" Enchant to user's target creature.
Flavor

A cowardly fairy that uses its magic to melt into its surroundings. Those who befriend it and gain its magic will have a big advantage in battle.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Land Effect Enchant = Gain the land effect, even if your creature's element doesn't match the land's.

Advice

Using this creature's Secret Art, you can grant the land effect to misplaced creatures or even to neutral creatures.


Ironmonger Strange Neutral
ST:20 HP:30 MHP:30 G:10
Secret Art (50G): User draws an Item Card.
Flavor

An ironware merchant with an iron body. Pulls weapons and armor out of... somewhere and offers to sell them to you at low, low prices.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

Because this creature's Secret Art lets you draw items from your book, you can worry less about putting in multiple copies of items you want.


Living Amulet Strange Neutral
ST:20 HP:10 MHP:10 G:60
Item Creature / Upon Defeat: Revives as Living Amulet if opponent did not equip a weapon.
Flavor

A living amulet with a recovery spell placed on it. Able to fix itself when damaged, it has been the sole survivor of many battles.

Explanation

Item Creature = Can be used as an item during battle. Ability values & effects are added to the creature it's equipped to.

Advice

A versatile creature that can be used as an item too. Can revive itself many times if your opponent lacks weapons.


Living Armor Strange Neutral
ST:0 HP:40 MHP:40 G:70
Item Creature / In Battle: ST+50 if used as a creature.
Flavor

Living armor with great destructive power that is sealed away when it is being worn.

Explanation

Item Creature = Can be used as an item during battle. Ability values & effects are added to the creature it's equipped to.

Advice

Grants a large amount of HP if used as an item, but as a creature, it has an even larger amount of ST, making it good for invasions.


Living Helmet Strange Neutral
ST:20 HP:30 MHP:30 G:50
Item Creature
Flavor

A living helmet that can be worn as armor, but also has its own will and can attack enemies on its own.

Explanation

Item Creature = Can be used as an item during battle. Ability values & effects are added to the creature it's equipped to.

Advice

Can be used to claim territory or help out one of your creatures. A very versatile card.


Lunatic Hare Strange Neutral
ST:20 HP:30 MHP:30 G:30
Battle End: Swaps opponent's ST and HP values.
Flavor

A mad hare that strikes any who see it with utter insanity.

Explanation

Changes made to the Base ST and MHP will last until the creature reverts to a card.

Advice

Can swap the opponent's ST and HP. If their ST is currently 0, they can be defeated with this ability alone.


Migoal Strange Neutral
ST:40 HP:40 MHP:40 G:40+Card
Critical Hit: WaterEarth / Neutralizes: FireAir
Flavor

An evil angel created by an ancient god by fusing the four elements. A creature of nobility and brutality, its actions cannot be predicted.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.
Neutralizes = Does not receive damage from opponent during battle.

Advice

Has good stats and is useful for both attack and defense. To make the most of this creature, you must pay attention to your enemy's element.


Ogre Lord Strange Neutral
ST:40 HP:50 MHP:50 G:70
Scroll Critical Hit / In Battle: ST+20 if a Fire or Air Ogre are in play / In Battle: HP+20 if a Water or Earth Ogre are in play.
Flavor

The king of all Ogres. His power increases when he can boss around one of his subordinates. The eternal enemy of Cait Sith.

Explanation

Ogre = Red Ogre, Blue Ogre, Green Ogre, Yellow Ogre.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.

Advice

If there's other ogres around, this creature performs very well. Of course, because of that, it's best used in an Ogre-based book.


Red Cap Strange Neutral
ST:30 HP:30 MHP:30 G:30+Card
In Battle: ST & HP= (number of Goblins in play x20). / Boost: ST+20 to all Goblins.
Flavor

A particularly violent member of the goblin tribe distinguished by its red hat. It improves morale in any Goblin squad to have a Red Cap.

Explanation

Goblin = Neutral / ST:20 / HP:30
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.

Advice

The more Goblins you have out, the better this creature performs. You should use this creature once you've found a way to set up many Goblins.


Saint Strange Neutral
ST:30 HP:30 MHP:30 G:50
Instant Death: 100% against Neutral creatures. / Neutralizes: Neutral
Flavor

A saint whose holy power is immense. Those with no elemental energy who approach are instantly destroyed.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP.
Neutralizes = Does not receive damage from opponent during battle.

Advice

A creature that specializes in fighting neutral element creatures. Is deadly when facing an opponent that uses a neutral book.


Samurai Strange Neutral
ST:50 HP:30 MHP:30 G:50
Instant Death: 70% against creatures with ST of 40 or greater.
Flavor

A skilled swordsman who relentlessly trained his body and mind. Slices even the mightiest foe's neck with a single strike.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP.

Advice

Often instantly kills opponents with high ST. Because its base ST is high, it's good for invasions.


Steam Gear Strange Neutral
ST:50 HP:50 MHP:50 G:60
Item Limit: Cannot use Scrolls
Claims 1/2 the standard toll value.
Flavor

An artificial creature powered by a steam engine. Has a body of steel, but since its AI is incomplete, its reactions are slow.

Advice

Has fairly high stats and is useful for both attack and defense. However, since its toll is reduced, it's best to invade with it and then exchange it.


Tyrannosaurus Strange Neutral
ST:50 HP:60 MHP:60 G:75
Item Limit: Cannot use Armor Cannot use Scrolls
Flavor

A large creature that roamed the land in ancient times. Its height can exceed 15 meters.

Advice

Has high HP and is difficult to defeat. An excellent all-around creature. However, be aware that it can't use any armor or scrolls.


Wonder Wall Strange Neutral
ST:0 HP:30 MHP:30 G:10+Card
Item Limit: Cannot use Weapons Cannot use Armor
Defensive / Neutralizes: FireWaterEarthAir
Flavor

A mysterious wall that exists partially in another dimension. Because of its strange nature, normal attacks do not work on it.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Neutralizes = Does not receive damage from opponent during battle.

Advice

Makes up for its low HP by being able to Neutralize most attacks. Be careful of neutral creatures and cards that ignore Neutralizes.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Fire Fire Creatures


Ammon Strange Fire
ST:30 HP:30 MHP:30 G:70
Synergy: Earth (ST & HP+20). / Anti-Spell
Flavor

A demon with a beast- like appearance. It can avoid spells by turning its body invisible. It uses the power of the earth to make itself stronger.

Explanation

Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.

Advice

If an earth element creature is in play, this creature's ability values will rise to 50. That and its Anti-Spell ability make it a formidable defender.


Birdmaiden Strange Fire
ST:30 HP:30 MHP:30 G:65
Item Limit: Cannot use Weapons
Vigorous / Secret Art (50G): Adds "Distant Movement" Enchant to user's target creature.
Flavor

A young girl from the bird tribe. She flies through the sky as gracefully as a bird. Cheerful and kind, she'll lend a helping hand to anyone.

Explanation

Vigorous = Is not Fatigued.
Secret Art = Used as a Spell in the Spell Phase.
Distant Movement Enchant = Can move to any vacant land.

Advice

Grants an enchantment that lets creatures move to any land. Best used for snatching up important lands at the start of a match.


Burning Titan Strange Fire
ST:60 HP:60 MHP:60 G:90
Land Limit: Cannot be placed on Water
Item Limit: Cannot use Armor Cannot use Scrolls
In Battle: ST & HP-30 if user possesses 5 or more territories.
Flavor

A titan wreathed in flame. Its flames are so intense, they can burn away anything in its path. However, its own body will eventually succumb to the flames.

Advice

Has very high ability values and is useful for both offense and defense, but becomes weaker in battle once you've claimed enough territories.


Conjurer Strange Fire
ST:20 HP:30 MHP:30 G:45
Item Limit: Cannot use Weapons
Scroll Critical Hit / Secret Art (80G): Summons Ba-al to vacant land of user's choice, then is destroyed.
Flavor

A mad summoner who signed a contract with demons. However, he neglected to read the fine print...

Explanation

Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase.
Ba-Al = Fire / ST:50 / HP:50

Advice

This card lets you place a Ba-al on any vacant land. This creature is destroyed, but Ba-al's high ability values and Attacks First ability are worth it.


Dead Warlord Strange Fire
ST:40 HP:40 MHP:40 G:60+Card
Synthesis: Earth (ST & MHP+20). / Boost: ST+10 to invading creatures.
Flavor

General of an army of the dead. It is a ruthless and horrible creature, but it cannot defy those it has signed a contract with.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.

Advice

Its Boost ability increases the ST of all invading creatures. With this creature placed, it will be easier to capture your enemy's territories.


Death Scythe Strange Fire
ST:70 HP:10 MHP:10 G:15+Card
Item Limit: Cannot use Weapons
Secret Art (50G): Evolves into Mummy.
Flavor

A demon with giant, menacing scythes on its arms. It's said that once it has reaped enough souls, it buries itself in the earth and sleeps for 100 years.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Mummy = Earth / ST:20 / HP:50

Advice

A powerful but fragile creature that specializes in invasions. Use it for Move Invasions or evolve it to the more defensive Mummy.


Domovikha Strange Fire
ST:10 HP:20 MHP:20 G:20
Secret Art (80G): Adds "Anti-Spell" Enchant to user's target creature.
Flavor

A guardian house spirit that lives beneath stoves. As long as the house they inhabit is well maintained, they help keep it warm and clean.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Anti-Spell Enchant = Grants the Anti-Spell ability. (Can't be targeted by single-target spells.)

Advice

Its Secret Art lets it give the Anti-Spell ability to your other creatures. However, its ability values are low, so it may be difficult to keep alive.


Doom Devourer Strange Fire
ST:30 HP:30 MHP:30 G:50
Item Limit: Cannot use Scrolls
If user's roll is 3 or less, ST & MHP+10 (max. 100) / Secret Art (0G): User gains (MHP x2)G then, ST & MHP-10.
Flavor

A beast that feeds on nightmares. It consumes its master's misfortunes and purifies them within its body to convert them into luck.

Explanation

Changes made to the Base ST and MHP will last until the creature reverts to a card.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Every time you roll a low number, this creature's ability values increase. When you use its Secret Art, it will trade its ability values for magic.


Fire Drake Strange Fire
ST:30 HP:40 MHP:40 G:80
In Battle: ST+ (Number of Fire creatures in play x5).
Flavor

A dragon born of flames. It absorbs nearby sources of fire into its body and uses that power to destroy its enemies.

Advice

Its ST increases as the number of fire creatures on the map increase. It can become a top invader in a fire book.


General Guan Strange Fire
ST:30 HP:40 MHP:40 G:65+Fire
Item Limit: Cannot use Tools
Attacks First / In Battle: ST+ (Number of creatures with MHP of 50 and up x5).
Flavor

A brave and valiant god of war. The stronger the enemy army, the more powerful and steadfast he becomes.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

Its ST increases as high HP creatures are placed. It may be difficult to place many high HP creatures, but if you do, this creature will be mighty.


Hive Queen Strange Fire
ST:20 HP:40 MHP:40 G:40+Fire
Item Limit: Cannot use Scrolls
Secret Art (20G): Adds Hive Worker to user's hand.
Flavor

Queen of an insect hive. She continually spawns Hive Worker eggs from her immense body.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Hive Worker = Fire / ST:20 / HP:20

Advice

Hive Workers get stronger as more of them are placed, so use this creature's Secret Art to flood the map with them.


Hive Worker Strange Fire
ST:20 HP:20 MHP:20 G:30
Item Limit: Cannot use Scrolls
In Battle: ST & HP+ (number of Hive Workers in play x10).
Flavor

Drones from an insect hive. Weak individually, but when large numbers of them are gathered, they behave like an army. None can stop their march.

Advice

The more of these creatures you place on the map, the higher their ST and HP will rise. Adding a Hive Queen to your book will help you get even more.


Lavakin Strange Fire
ST:60 HP:30 MHP:30 G:70
In Battle: ST- (number of rounds), HP+ (number of rounds).
Flavor

A creature made fully of lava. When its body is molten, it uses its intense heat to attack fiercely, but as its body cools, it becomes hard as stone.

Advice

As the match goes on, its HP increases and its ST decreases. It may be best to have it invade early on, and then use it to defend after that.


Lone Beast Strange Fire
ST:20 HP:40 MHP:40 G:80
In Battle: HP+ (this creature's base ST). / Critical Hit: If user owns territory adjacent to battle territory.
Flavor

A hairy beast creature shunned by people for its terrifying looks. However, it actually has a very gentle personality and values friendship greatly.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

Its ST is added to its HP, so by increasing just its ST, it becomes both stronger and tougher.


Nebiros Strange Fire
ST:50 HP:40 MHP:40 G:70+Fire
Attack Bonus: User draws cards until their hand contains 5 cards. / Critical Hit: If opponent does not equip an item.
Flavor

The cunning general of the devil army. It's not only an excellent fighter in single combat, but also a cunning strategist. It proposes new tactics each time it fights.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

When this creature attacks, you can draw back up to 5 cards in your hand. This and its high ST let it overwhelm an opponent who is out of items.


Python Strange Fire
ST:40 HP:50 MHP:50 G:75+Fire
Item Limit: Cannot use Armor
Penetrates: Creatures with ST of 40 and up. / Battle End: User gains 100G when invading.
Flavor

A dragon with a body of flames. It melts everything in its path, leaving a trail of devastation behind it. Not even the most stalwart castle can stop its invasion.

Explanation

Penetrates = Attacks ignore extra HP gained from the land effect.

Advice

Its Penetrates ability can hit a wide range of targets and its Battle End ability can help pay for Move Creature, so it's great for Move Invasions.


Sharazad Strange Fire
ST:20 HP:30 MHP:30 G:50
Support: FireEarth / Secret Art (30G): Clears Enchant from all Cepters.
Flavor

A legendary storyteller who knows over 1000 tales. Her stories are so thrilling, those who hear them are drawn in and forget bout fighting.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art removes all Cepters' enchantments. This one move can overturn an enemy's strategy.


Shieldmaiden Strange Fire
ST:40 HP:40 MHP:40 G:80
Vigorous
Flavor

A shield-bearing valkyrie. She hates fighting, but will stand up to protect her loved ones with great ferocity. Her strong heart will never falter.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

Her Vigorous ability lets you repeatedly use Territory Commands. On top of that, her ST and HP are both solid.


Shocker Strange Fire
ST:10 HP:40 MHP:40 G:70
Attacks First / Vigorous / Attack Bonus: Adds Fatigued to target creature.
Flavor

A creature that thrives on fear. It will appear suddenly and reveal its horrifying face to its victims. Those who look directly at it will pass out from shock.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

Even if you can't defeat the enemy creature, you can inflict Fatigued on them. It won't affect the battle, but it can trip the opponent up.


Sigurd Strange Fire
ST:40 HP:40 MHP:40 G:80+Fire
Instant Death: 60% against creatures with ST of 50 and up. / Neutralizes: Attacks from creatures with MHP of 50 and up.
Flavor

A famous dragon slayer knight. He tirelessly hunts down and slays all giant creatures, but especially enjoys fighting dragons.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP.
Neutralizes = Does not receive damage from opponent during battle.

Advice

An expert at fighting tough creatures. It can easily shut down your enemy's top defenders.


Valkyria Strange Fire
ST:30 HP:30 MHP:30 G:70+Fire
Attacks First / Support: NeutralFireEarth / Upon Victory: ST+10 (up to a max of 100).
Flavor

The herald of destruction. She sends the soul of every vanquished enemy to the god of destruction and becomes more powerful with each offering.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Attacks First = Attacks first in a battle.
Changes to the Base ST last until the creature reverts to a card.

Advice

A creature specializing in invasions. It has the Support ability and its ST increases with every battle it wins. It's perfect for repeated Move Invasions.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Water Water Creatures


Alp Strange Water
ST:20 HP:20 MHP:20 G:40
Land Limit: Cannot be placed on Fire
Secret Art (50G): Make target enemy creature Fatigued.
Flavor

A fairy from the dream world. Not usually seen, as its body is transparent. It grabs on to people and drags them into the dream world with it.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art lets it inflict Fatigued on an enemy creature. It's not particularly powerful, but it's good for disrupting your enemy's strategy.


Amphibian Warrior Strange Water
ST:40 HP:30 MHP:30 G:60
In Battle: ST+20 if battle territory is Water or Air. / HP and MHP cannot be altered by spells.
Flavor

A warrior adept at fighting both in the sea and on the plains. It uses a mixture of water and air magic to create magic nullifying bubbles.

Advice

A creature best for battles on water and air element lands. It is also immune to spells that reduce its HP.


Apsaras Strange Water
ST:20 HP:40 MHP:40 G:40+Water
Item Limit: Cannot use Weapons Cannot use Tools
Neutralizes: Normal Attacks when occupied territory is level 3 or higher.
Flavor

A beautiful water spirit. When surrounded by strong spiritual energy, she can create an invincible ward against hostile creatures.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

This creature will be immune to most forms of attack when on a high level territory, so you can have it guard an important location.


Bloody Pudding Strange Water
ST:20 HP:20 MHP:20 G:50
Item Limit: Cannot use Scrolls
Support: WaterEarthAir / Battle Start: MHP+ (supporting creature's MHP) (Max. 100).
Flavor

A giant, gelatinous single-celled organism. It cannot tell friend from foe and ravenously devours all who approach it.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Support Creature Item = Creature card used as an item.
Changes to MHP last until the creature reverts to a card.

Advice

Adds the MHP of creatures used as Support to its own MHP. The extra MHP stays as long as it survives, so be sure to feed it often.


Chironex Strange Water
ST:30 HP:50 MHP:50 G:50
Item Limit: Cannot use Scrolls
Instant Death: 80% chance when defending. / Upon Defeat: User loses 100G.
Flavor

A giant killer jellyfish that shoots poison needles from its tentacles at all those who come near. It is even known to shoot the Cepter who summoned it.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP.

Advice

Its cost is high, but it makes a formidable defender. However, if the enemy does manage to defeat it, it will cost you some magic.


Echinoderm Strange Water
ST:20 HP:40 MHP:40 G:70
Item Limit: Cannot use Scrolls
Regenerates / Vigorous
Flavor

A huge starfish covered in spikes. It can regenerate any and every part of its body, as long as it isn't killed.

Explanation

Regenerates = If not killed, HP returns to full after battle.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

Thanks to its Vigorous ability, it can keep using Territory Commands to help you develop your lands quickly.


Fate Strange Water
ST:10 HP:40 MHP:40 G:60
Upon Defeat: User draws a card. / Secret Art (40G): User draws a card.
Flavor

A witch that oversees fate itself. She already knows the fate of every Cepter. If you ask nicely, she will tell you your own fate.

Explanation

You cannot draw a card upon defeat if your hand already has 10 cards in it.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Lets you draw extra cards when you need to. Even when it's destroyed, you get one final card. Use it to keep your hand well stocked with cards.


Gelatinous Wall Strange Water
ST:10 HP:50 MHP:50 G:30
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Weapons Cannot use Scrolls
Defensive / Battle End: User gains (damage received from Normal Attacks x5)G.
Flavor

A cube-shaped gelatinous creature. Halfhearted attacks will simply be absorbed into its body and converted to magic.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

Has high HP and is good for defending territory. If it survives, you will get magic, so your enemy may think twice about attacking halfheartedly.


Ghost Ship Strange Water
ST:40 HP:30 MHP:30 G:75
Item Limit: Cannot use Armor
Synergy: Air (HP+30). / Neutralizes: Creatures with ST of 40 and under.
Flavor

A ghost ship that forever wanders the seas. Because it has no physical form, those with weak attacks have trouble damaging it.

Explanation

Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Neutralizes = Does not receive damage from opponent during battle.

Advice

If its Synergy ability is activated, it can become a great defender. On top of that, its Neutralizes ability repels all attacks from weaker creatures.


Hippocampus Strange Water
ST:20 HP:30 MHP:30 G:40+Water
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Scrolls
Neutralizes: Neutral / Secret Art (60G): Evolves into Kelpie.
Flavor

Legendary creatures used as mounts by Tritons. When fully grown, they climb onto shore and become Kelpies.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase.
Kelpie = Water / ST:30 / HP:30

Advice

After evolving, this creature makes all enemy Cepters stop on its space, so evolve it at just the right time to spring a surprise trap!


Hyde Strange Water
ST:30 HP:30 MHP:30 G:20+Water
Land Limit: Cannot be placed on Fire
Secret Art (50G): Adds "Paralysis" Enchant to target creature.
Flavor

The chief of the Sea Monk tribe. His ability to freeze those who lay eyes on him is the most powerful of all his tribe.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Paralysis Enchant = Can't attack or use items, and abilities do not activate.

Advice

This creature's Secret Art lets it preemptively disable its enemies. It's useful for making enemy territory easier to capture.


Kaiser Penguin Strange Water
ST:30 HP:50 MHP:50 G:90
Item Limit: Cannot use Scrolls
Battle Start: Destroys opponent's tool, scroll, or supporting creature.
Flavor

An emperor among emperor penguins. It emits a concentrated blizzard from its mouth, freezing items and making them useless.

Advice

Is able to destroy any non-weapon or armor items the opponent may be using. Has good HP on top of that.


Kawahime Strange Water
ST:30 HP:40 MHP:40 G:70
Land Limit: Cannot be placed on Fire
Vigorous / Secret Art (30G): ST-10 to target creature.
Flavor

A female demon that dwells near a river. She lures humans to her, then drains their energy.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Secret Art = Used as a Spell in the Spell Phase.
Changes to the Base ST last until the creature reverts to a card.

Advice

Vigorous lets it use its Secret Art and Territory Commands repeatedly. It can sap the ST of enemy creatures, making them weaker during invasions.


Kelpie Strange Water
ST:30 HP:30 MHP:30 G:80+Water
Item Limit: Cannot use Tools Cannot use Scrolls
Stops all passing Cepters other than user when placed on a Water land.
Flavor

Also known as a water horse. This creature inhabits lakes and drags passersby down into the water.

Advice

It forces all enemy Cepters to stop on it. If you can make sure it survives their invasions, you'll have a reliable source of magic.


Lilith Strange Water
ST:0 HP:30 MHP:30 G:60
Attacks First / In Battle: ST= (number of cards in user's hand x10).
Flavor

A female vampire who wanders around lakes and drains her victims with her magic claws. Her power depends on the power of her sire.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

This creature's ST rises as you have more cards in your hand. With a full hand, it can be a strong invader.


Mycoron Strange Water
ST:10 HP:30 MHP:30 G:35
Item Limit: Cannot use Weapons Cannot use Scrolls
Regenerates / Battle End: If the enemy landed an attack, places a Mycoron on a random vacant land.
Flavor

This creature shoots its spores into the air when attacked. The spores are carried by the wind and can end up in a number of strange places.

Explanation

Regenerates = If not killed, HP returns to full after battle.

Advice

Claims a new territory for you after every battle. It's best to place it next to a creature with low ST and use Move Creature to fight it over and over.


Nessie Strange Water
ST:20 HP:40 MHP:40 G:45+Water
Item Limit: Cannot use Armor
In Battle: HP+ (level of battle territory x10) if battle territory is Water.
Flavor

A creature of legend said to inhabit old lakes. Some claim to have seen it, but none have ever caught it.

Advice

While on a water element territory, this creature's effect essentially doubles the land effect. The higher the land's level, the tougher this creature becomes.


Otohime Strange Water
ST:40 HP:40 MHP:40 G:70+Water
Boost: HP+10 to defending creatures. / Battle End: Adds "Last Breath" Enchant to enemy creature.
Flavor

Daughter of the dragon king of the ocean. She grants her protection to all creatures of the sea. Guests who open the box she gives them suddenly age 300 years.

Explanation

Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Last Breath Enchant = Creature is destroyed at the end of the battle.

Advice

It raises the HP of all defending creatures, so it's best for a book that revolves around protection and defense, without much invading.


Sludge Titan Strange Water
ST:50 HP:60 MHP:60 G:90
Item Limit: Cannot use Armor Cannot use Tools
Battle Start: If HP is not at maximum, this creature is destroyed. / Regenerates
Flavor

A colossal pile of sludge. No matter how much damage it receives, it will endlessly regenerate. However, if it dries out, it will crumble to dust.

Explanation

Regenerates = If not killed, HP returns to full after battle.

Advice

Has high ability values and Regenerates, but if it's damaged by a spell, it will be destroyed in its next battle, so keep an eye on it.


Tentacles Strange Water
ST:40 HP:50 MHP:50 G:70+Water
Item Limit: Cannot use Scrolls
Regenerates / Battle End: User draws cards until their hand contains 5 cards.
Flavor

A colossal octopus from the deepest depths of the ocean. It uses its large tentacles to reach up to the surface and plunder treasure from passing ships.

Explanation

Regenerates = If not killed, HP returns to full after battle.

Advice

If it survives a battle, it will let you draw until you have 5 cards in your hand. It has high HP and Regenerates, so it's a reliable defender.


Yeti Strange Water
ST:40 HP:40 MHP:40 G:60+Water
Item Limit: Cannot use Scrolls
Instant Death: 60% against Fire creatures. / Neutralizes: Fire
Flavor

A demon of the tundra. Its frozen body can not be melted, and its icy fists extinguish all flames.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP.
Neutralizes = Does not receive damage from opponent during battle.

Advice

This creature has overwhelming power against fire element creatures. Use it when you know your opponent's book contains many fire creatures.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Earth Earth Creatures


Barong Strange Earth
ST:30 HP:40 MHP:40 G:60+Earth
Upon Defeat: Returns to user's hand. / Immune to spells that lower land level or change its element.
Flavor

A holy beast that protects the forest. It will not permit the desecration of its land. Even if it's defeated, it will continually revive.

Explanation

If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.

Advice

Is not affected by spells that lower its land's level or change its element, so it's great for defending. If defeated, it returns to your hand.


Branch Army Strange Earth
ST:30 HP:30 MHP:30 G:80+Earth
In Battle: ST+ (number of Earth creatures in play x5). / Secret Art (50G): Evolves into Mudman.
Flavor

An army of wooden soldiers. Small, but numerous, once their bodies return to the land, they are reborn as a creature of earth.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Mudman = Earth / ST:20 / HP:40

Advice

This creature gains ST as more earth creatures come into play. Once it's done invading, it can evolve into Mudman, which gains HP instead.


Cactus Wall Strange Earth
ST:10 HP:50 MHP:50 G:50
Item Limit: Cannot use Scrolls
Defensive / In Battle: HP+50 if enemy creature is Water or Air. / Regenerates
Flavor

A giant cactus that stands as a wall. If you attack it with the power of water or air, it only hardens its body.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Regenerates = If not killed, HP returns to full after battle.

Advice

Against water and air creatures, it gains overwhelming HP. With such a large amount of HP, it can even withstand Scroll Attacks.


Coatlicue Strange Earth
ST:30 HP:50 MHP:50 G:70+Earth
In Battle: ST & HP+20 when user's book has more cards left than enemy's book. / Secret Art (50G): Destroys top card in target's book.
Flavor

Earth goddess with the head of a snake. Although she has a scary appearance, she shows mercy to her followers. She blesses one's fate with better fortune.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

A creature that can destroy cards in the enemy's book. If you decrease the number of cards in your opponent's book, it will become more powerful.


Cockatrice Strange Earth
ST:30 HP:40 MHP:40 G:50+Earth
Item Limit: Cannot use Scrolls
Attack Bonus: Transforms opponent into Wall of Stone.
Flavor

A giant chicken with a snake tail. Everything its beak touches is turned to stone.

Explanation

Wall of Stone = Earth / ST:0 / HP:60

Advice

Even if this creature can't defeat its enemy, it will turn them into something that can't fight back.


Dusk Dweller Strange Earth
ST:40 HP:40 MHP:40 G:70+Earth
Attacks First / Upon Victory: ST & MHP+10 (up to a max of 100).
Flavor

A vampire assassin. He has an aura of darkness, but is loyal to his clients. He takes his victims' lives to gain power.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Changes made to the Base ST and MHP will last until the creature reverts to a card.

Advice

It improves its ability values every time it wins a battle. If kept it alive, it can become unstoppable at defending and move invasions.


Dwarven Miner Strange Earth
ST:30 HP:50 MHP:50 G:70+Earth
Toll value for occupied territory becomes 1.5x. / Secret Art (0G): User gains (lap number x30)G.
Flavor

A burly dwarven miner. He usually focuses on digging up gems underground, but once he sees the enemy, he fights daringly using his pickaxe as a weapon.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

It increases toll and obtains magic with its Secret Art. A creature well-suited to obtaining magic.


Gooba Queen Strange Earth
ST:10 HP:40 MHP:40 G:25+Earth
Item Limit: Cannot use Weapons
Secret Art (20G): Summons Gooba to vacant land of user's choice.
Flavor

Queen of the Goobas. She's filled with eggs to continuously give birth. If you don't exterminate her quickly, you'll find yourself surrounded by Goobas.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Gooba = Earth / ST:0 / HP:10

Advice

This creature can spread Goobas all over for cheap. If you summon it at the start of a match, it can dominate the field.


Healer Strange Earth
ST:10 HP:40 MHP:40 G:80
Regenerates / Vigorous / Secret Art (10G): Recovers target user's creature's HP by 30.
Flavor

A medicinal herbalist. With her abundant knowledge of medicinal herbs, she can heal any injuries.

Explanation

Regenerates = If not killed, HP returns to full after battle.
Vigorous = Is not Fatigued.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art can heal other creatures, and its Vigorous ability means it can use its Secret Art every turn.


Jackalope Strange Earth
ST:20 HP:30 MHP:30 G:60
Item Limit: Cannot use Scrolls
Support: FireEarth / If destroyed by a spell, transforms into Great Tusker.
Flavor

A rabbit with horns. It may not seem much different from a normal rabbit, but it has a great power inside that is released when it is overwhelmed by magic.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Great Tusker = Earth / ST:60 / HP:50

Advice

When it's destroyed by a spell, it transforms into a powerful monster. Because of this, it can be used as a deterrent to your enemy's spells.


Land Urchin Strange Earth
ST:20 HP:50 MHP:50 G:50
Item Limit: Cannot use Scrolls
Defensive / Cannot be invaded by Move Creature.
Flavor

A giant sea urchin. Because of its spikes, it's difficult to approach it. Each spike is the size of a pillar.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

Can prevent Move Invasions. When you think an enemy will try to move onto one of your territories, use Exchange Creature to swap this creature in.


Leshy Strange Earth
ST:30 HP:40 MHP:40 G:40
Defensive / Battle End: Raises level of battle territory by 1.
Flavor

A forest spirit whose body is connected to the ground. Every time it receives damage, it converts it to magic and uses that to fertilize the surrounding land.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

Increases your territory's level when you successfully defend. Be sure to use defense items to make sure it survives.


Mormo Strange Earth
ST:20 HP:30 MHP:30 G:60
Land Limit: Cannot be placed on Water
Support: NeutralFireEarth / Synergy: Fire (ST+30) / Scroll Critical Hit
Flavor

The young daughter of the Queen of Hell. She is skilled with scroll spells. The red axe she uses increases her power when it absorbs fire energy.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.

Advice

If the conditions of its Synergy ability are met, its ST will increase. Its Support and Scroll Critical Hit abilities help it do well in invasions.


Moss Titan Strange Earth
ST:50 HP:30 MHP:30 G:65
Item Limit: Cannot use Armor Cannot use Scrolls
MHP+10 each time user receives a lap bonus. / If MHP is greater than 80, MHP becomes 30.
Flavor

A moving pile of moss. It grows slowly and becomes giant. However, if it gets too large, the moss will start falling off the sides of its body.

Explanation

Changes to MHP last until the creature reverts to a card.

Advice

Its MHP gradually improves with time, but if it exceeds 80, it will return to its original form, so be aware of its current MHP.


Mudman Strange Earth
ST:20 HP:40 MHP:40 G:55
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Armor
In Battle: HP+ (number of Earth creatures in play x5).
Flavor

A monster man with a body made out of mud. The stronger the power of the earth grows, the bigger it gets.

Advice

Its HP increases depending on the number of earth element creatures occupying territory. A great addition to any earth-focused book.


Odradek Strange Earth
ST:20 HP:20 MHP:20 G:40
Support: All / HP and MHP cannot be altered by spells.
Flavor

A tiny tree fairy. It's very petite and is sometimes mistaken for a simple carving. Because of its appearance, not many people notice it.

Explanation

Support = In battle, this creature can use creatures in your hand as items.

Advice

It's immune to damage from spells, so it's great for defense. It has the Support ability, but its ability values are low, so don't have it fight without help.


Pixie Strange Earth
ST:20 HP:30 MHP:30 G:60
Support: FireEarth / Vigorous
Flavor

A petite fairy. It may look cute and innocent, but it can sweet talk others into being its shields. It's a surprisingly cunning creature for something so cute.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

Because of its Vigorous ability, you can have it use Territory Commands repeatedly. This can help you quickly develop your lands.


Screamer Strange Earth
ST:20 HP:40 MHP:40 G:30
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Scrolls
Defensive / Secret Art (40G): Adds "Nullified Land Effect" Enchant to target creature.
Flavor

A giant mushroom. Keen on sensing danger, it screams to let its allies know. Enemies will have their cover blown and will no longer be able to hide.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Nullified Land Effect Enchant = Cannot obtain land effect.

Advice

Its Secret Art lets it cancel the enemy creature's land effect. Best used on high level territory you want to invade.


Shankrubber Strange Earth
ST:20 HP:20 MHP:20 G:40
Item Limit: Cannot use Scrolls
Anti-Spell / Secret Art (30G): Adds "Immobilize" Enchant to target creature.
Flavor

A phantom beast with the form of a weasel. It wraps around a creature's leg to bind it. It's so quick, the enemy can't grab it.

Explanation

Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Secret Art = Used as a Spell in the Spell Phase.
Immobilize Enchant = cannot be moved with the Move Creature Territory Command.

Advice

Its Secret Art prevents creatures from using Move Creature. This can shut down an enemy that relies on move invasions.


Tiger Weta Strange Earth
ST:30 HP:40 MHP:40 G:60
Item Limit: Cannot use Scrolls
In Battle: ST & HP+20 if user owns territory adjacent to battle territory.
Flavor

Giant cricket. It has limited power when it's alone, but they become a threat when in a group. Even a brawny warrior may have to travel another route.

Advice

Its condition is simple to satisfy and increases both its ST and HP. A solid creature for any role.


Werebear Strange Earth
ST:20 HP:40 MHP:40 G:40+Card
Synthesis: Earth (ST+30, MHP+10) / Vigorous
Flavor

A man who becomes a bear. He deceives enemies by approaching in his human form, and then transforms into a gigantic bear and mauls them.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

Its performance improves greatly when you use its Synthesis ability. Even without that, its Vigorous ability still makes it useful.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Air Air Creatures


Breeze Spirit Strange Air
ST:20 HP:30 MHP:30 G:50
Land Limit: Cannot be placed on Fire
Can move to any vacant Water or Air land.
Flavor

A soft spirit made of a summer's breeze. It drifts on the wind and can slip past enemies and fly far and free.

Advice

A creature that can move to faraway empty lands. Useful at the start of a match when there are plenty of lands available.


Cloud Gizmo Strange Air
ST:10 HP:30 MHP:30 G:30
Secret Art (20G): User chooses a card from target Cepter's hand and destroys it. Target Cepter draws a new card.
Flavor

A mischievous cloud fairy that swaps out cards in Cepters hands without them noticing. It thinks it's just a prank, but that's no excuse.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

This creature's Secret Art can be used both for getting rid of an opponent's important card or a useless card from your own hand.


Cu Sith Strange Air
ST:40 HP:30 MHP:30 G:70
Synergy: Water (ST+10, HP+20) / Anti-Spell
Flavor

A hero in the form of a dog. While it's usually calm and follows orders, it becomes excited when near water, as it loves to swim.

Explanation

Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.

Advice

Its Synergy ability is fairly easy to fulfill and gives it good ability values. On top of that, its Anti-Spell ability makes it immune to spells that target it.


Devastator Strange Air
ST:50 HP:40 MHP:40 G:80+Air
Battle End: Lowers level of battle territory by 1 when invading.
Flavor

A living stone machine said to have been made by an ancient civilization. It crushes the land itself beneath its massive feet.

Advice

Even if your invasion isn't successful, lowering the enemy's land level is useful. However, it needs to stay alive to do so, so give it armor.


Dhampir Strange Air
ST:40 HP:40 MHP:40 G:60+Air
Instant Death: 60% against Earth creatures. / Neutralizes: Earth
Flavor

A group of half-blood Vampire hunters. The Vampire blood in their veins rejects the power of the earth, and their Saint blood lets them slay twisted fiends.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP.
Neutralizes = Does not receive damage from opponent during battle.

Advice

This creature holds total power over earth element creatures. Be sure to include it when you know your enemy has an earth-heavy book.


Elven Archer Strange Air
ST:40 HP:40 MHP:40 G:70+Air
Attacks First / Secret Art (20G): HP-10 to target enemy creature.
Flavor

A beautiful elf who specializes in the bow. She can move swiftly and is skilled enough to hit 100 bull's-eyes in a row.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.

Advice

A well-rounded creature that has average ability values and a Secret Art that lets you damage enemy creatures from a distance.


Enchantress Strange Air
ST:10 HP:20 MHP:20 G:30
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Weapons Cannot use Armor
Scroll Critical Hit / If hit with a Enchant Spell, it will add that Enchant to all its ally creatures, then become Fatigued.
Flavor

A witch doctor who has mastered the art of spreading charms and hexes and can give her allies any magic she has on herself.

Explanation

Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.

Advice

Lets you spread single target enchantments to all your creatures. However, your enemies can also use it to spread harmful enchantments.


Gremlin Strange Air
ST:20 HP:30 MHP:30 G:60
Item Limit: Cannot use Scrolls
Battle Start: Destroys opponent's item.
Flavor

A little demon that loves to work its mischief on items and make them stop working.

Advice

This creature can ensure that your opponent is unable to use items, leaving you to attack them however you please.


Holy Llama Strange Air
ST:20 HP:40 MHP:40 G:60
Item Limit: Cannot use Scrolls
Secret Art (50G): Adds "Dice 6" Enchant to user.
Flavor

A llama with great wisdom and nobility. It spends its life trying to help people who are suffering from great burdens.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Dice 6 Enchant = Causes the next dice roll to be a 6.

Advice

Its Secret Art makes your next die roll a 6, so it's good for both landing on specific lands and avoiding enemy territories.


Mad Harlequin Strange Air
ST:20 HP:40 MHP:40 G:50
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Scrolls
Boost: ST & HP+ (Number of user's territories adjacent to battle territory x20). / Vigorous
Flavor

An insane clown that dances tirelessly. The fervor of its insane gyrations encourages its allies.

Explanation

Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

Normally, Boosts affect both enemies and allies, so this creature's Boost that only affects allies is valuable.


Martial Monk Strange Air
ST:20 HP:50 MHP:50 G:70+Card
Synthesis: Items (ST+40, MHP-10). / Attacks First / Vigorous
Flavor

A monk with exceptional fighting skills. He is usually gentle, but becomes fierce when meeting a worthy opponent.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Attacks First = Attacks first in a battle, even when defending.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

With this creature's Synthesis ability, it can become useful for movement invasions. Its Attacks First ability also makes it a good defender.


Nightmare Strange Air
ST:30 HP:30 MHP:30 G:40+Air
Penetrates
Flavor

A creature born of terror that turns people's dreams to nightmares. Those who fall victim to this creature are slowly driven insane.

Explanation

Penetrates = Attacks ignore extra HP gained from the land effect.

Advice

The Penetrates ability lets you bypass the boost your enemy gets from their land effect, so it's good for invading high level territories.


Nike Strange Air
ST:30 HP:30 MHP:30 G:40+Air
Item Limit: Cannot use Armor
Attacks First / Attack Bonus: "Paralysis" Enchant.
Flavor

The goddess of victory. Flying freely through the heavens, her very presence can make enemies lose the will to fight and surrender.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Paralysis Enchant = Can't attack or use items, and abilities do not activate.

Advice

This creature's ability values aren't high, but its Attacks First ability and its ability to paralyze make it an excellent defender.


Powder Eater Strange Air
ST:1 HP:1 MHP:1 G:10
Item Limit: Cannot use Scrolls
Multiplies via Move Creature, leaving copies in both former and new locations.
Flavor

A fuzzball-like creature. They appear one-by-one riding on the wind and can multiply within seconds to become a huge flurry.

Explanation

Will not multiply if moved by a spell effect.

Advice

Every time this creature moves, it can copy itself and claim more territory. It has pathetic ability values, so be sure to increase them before having it split.


Pulgasari Strange Air
ST:40 HP:40 MHP:40 G:90
Item Limit: Cannot use Scrolls
In Battle: ST+20 if equipped with an item. / Battle End: MHP+10 if opponent equipped an item.
Flavor

A demon beast that grows by eating metal. Whenever it sees an item, no matter whose it is, it will immediately eat it and grow even larger.

Explanation

Changes to MHP last until the creature reverts to a card.

Advice

Whether it's you or your opponent, the more items are used, the more this creature powers up.


Rokh Strange Air
ST:40 HP:50 MHP:50 G:60+Air
Item Limit: Cannot use Scrolls
Synergy: Water (ST+30)
Flavor

A giant bird with claws big enough to fly off with an elephant. It mainly lives on an isolated island, far off in the ocean.

Explanation

Synergy = ST and/or HP are increased when a creature of a certain element is in play.

Advice

Its base ability values are fairly high, but with the added benefit of its Synergy ability, it can become an excellent invader.


Sleipnir Strange Air
ST:30 HP:40 MHP:40 G:70
Item Limit: Cannot use Scrolls
Secret Art (60G): Moves user's target creature up to 2 spaces.
Flavor

A horse of the gods. No matter how heavy the creature, it can carry it easily across the heavens with its 8 legs.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art lets you move your creatures multiple spaces. It can even move Fatigued creatures, making it a must for Move Invasion books.


Soul Collector Strange Air
ST:20 HP:30 MHP:30 G:30+Card
In Battle: ST+ (number of creatures destroyed thus far x5).
Flavor

A ghastly demon that collects wandering souls. It consumes the souls to increase its power to frightening levels.

Advice

The more creatures that have been destroyed, the stronger this creature gets. Best used late in a match or after a spell that attacks all creatures.


Sylph Strange Air
ST:20 HP:20 MHP:20 G:30
Neutralizes: Attacks from creatures with MHP of 40 and up. / Secret Art (60G): Evolves into Garuda.
Flavor

A fairy whose body is made of air. Sometimes, once they accumulate enough power, they can change themselves into the messenger of the wind god.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase.
Garuda = Air / ST:0 / HP:40

Advice

The creature this evolves into becomes stronger as more air creatures are in play, so it's best to evolve it when there's plenty of them.


Treasure Raider Strange Air
ST:40 HP:40 MHP:40 G:90
Battle End: User gains 100G when invading. / Vigorous
Flavor

An explorer in search of treasure. Without rest, she continues to visit ruins, sunken ships, and cemeteries all around the world.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

If it survives a battle, it will pay for itself. A good way to collect magic is to make use of its Vigorous ability to make lots of Move Invasions.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Armor Items


Boomerang Strange Weapon
G:50
ST+20 / HP+10 / Battle End: Recycles to Hand
Flavor

A hunting weapon that is enchanted to return to its thrower.

Explanation

Recycles = After it is used, the card returns to the user's hand or book (depending on the card).

Advice

A useful weapon that can be reused multiple times. Can make space in your book by cutting down the number of weapons you need to include.


Burning Heart Strange Tool
G:70
ST+20 / HP+20 / Upon Defeat: Destroys opponent.
Flavor

A gemstone that burns with unstable power. When its user's life force is depleted, it explodes, taking out those nearby.

Advice

A useful tool for taking down high level enemy lands. Send in a weak monster and watch as it takes the enemy down with it.


Chain Saw Strange Weapon
G:50
ST+ (Length of battle territory's chain x20).
Flavor

A sword with a spiky, spinning blade. The stronger the user's magic chains, the faster this sword's blade will spin.

Advice

If you wait until the middle of a match to bust this baby out, you can expect a huge ST increase from it.


Diamond Armor Strange Armor
G:60
Attacks Last / ST-30 / HP+60
Flavor

Extremely hard armor made of diamond. While it is very protective, it's also inflexible, resulting in difficulty attacking.

Explanation

Attacks Last = Attacks after the enemy, even when invading.

Advice

This is the toughest armor there is. However, since it lowers ST, it's not recommended for invasions.


Dragon Orb Strange Tool
G:50
In Battle: Transforms into a random elemental dragon.
Flavor

An orb with the soul of a dragon sealed within. Once released, it will transform its user into a mighty dragon.

Advice

This tool changes your creature into one of the four elemental dragons. They're all powerful, so any of the four is good.


Drill Lance Strange Weapon
G:50
ST+20 / Penetrates
Flavor

A large lance that has a tip like a drill. The tip spins at high speed and can pierce through any defense.

Explanation

Penetrates = Attacks ignore extra HP gained from the land effect.

Advice

This weapon lets you ignore the enemy's boosted stats from their land effect bonus. Good for invading high level territories.


Eagle Rapier Strange Weapon
G:40
Attacks First / ST+30
Flavor

A rapier with a cross-guard shaped like an eagle's wing. It is enchanted with the ability to make swift attacks.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

A weapon that can allow you to go first in a battle. It is best used to defeat an invader before they can strike.


Force Anklet Strange Tool
G:70
HP+ (Number of cards in user's hand x10).
Flavor

A magical anklet that channels protective magic from Cepter cards. The more cards one has, the more power it can channel.

Advice

A tool that can increase HP relative to the amount of cards in your hand. Expensive, but worth it when you've got a full hand.


Gelatinous Armor Strange Armor
G:50
HP+40 / Battle End: User gains (amount of damage received from Normal Attacks during battle x5)G.
Flavor

Mysterious gelatinous armor that converts the force from attacks it receives into magic.

Advice

This armor gives the user magic based on the damage the equipped creature received. The bonus HP it gives is fairly significant, too.


Golden Goose Strange Tool
G:0
Upon Defeat: User gains (equipped creature's MHP x7)G.
Flavor

A golden goose statue that turns all who touch it into gold.

Advice

This item gives you magic when your creature is killed. Use it when you're sure you're going to lose the battle.


Magma Flail Strange Weapon
G:70
ST+ (number of Fire & Earth creatures in play x5). / Critical Hit: AirWater
Flavor

A flail imbued with the power of magma that grows more powerful as more fire and earth energy is channeled into it.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

Becomes stronger as more creatures of the proper element are placed. Note that this count also includes your enemy's creatures.


Magma Shield Strange Armor
G:70
Neutralizes: Normal Attacks when equipped creature is Fire or Earth.
Flavor

A shield imbued with the power of magma. It makes fire and earth creatures nigh invincible.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

To take full advantage of this armor, it is best used in books with many fire and/or earth creatures.


Magus's Mirror Strange Tool
G:30
HP+20 / Reflects: Scroll Attacks.
Flavor

A wizard's mirror that can reflect magic back at its source.

Explanation

Reflects = Reflects attack to opponent, does not receive any damage.

Advice

This can reflect Scroll Attacks, so just having it in your hand is a good deterrent. You may also wish to glare intensely at your foe (optional).


Mirror Hoplon Strange Armor
G:50
Reflects: All if opponent did not equip an item.
Flavor

A round mirror that can reflect attacks, but can be shattered by even the most basic equipment.

Explanation

Reflects = Reflects attack to opponent, does not receive any damage.

Advice

Can be used for defense, but if you see that your opponent doesn't have any items in their hand, then you may want to use this to invade.


Napalm Arrow Strange Weapon
G:50
ST+30 / HP+20 / MHP-40 to opponent if no damage was dealt to opponent during battle.
Flavor

An arrow containing a phial of flammable liquid. If it is blocked by the enemy's armor, it will douse their entire body in flames.

Explanation

Changes to MHP last until the creature reverts to a card.

Advice

An effective counter to the Neutralizes ability. Also increases both ST and HP, making for an all around good weapon.


Necro Plasma Strange Scroll
G:70
Scroll Attack: ST=50 / In Battle: Transforms into Skeleton.
Flavor

Emits a torrent of burning plasma to obliterate enemies. However, it burns away the user's life force too, turning them to bones.

Explanation

Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Skeleton = Neutral / ST:30 / HP:40

Advice

A scroll with immensely high ST. However, it turns its user into a Skeleton, so none of the user's abilities will activate. Use it with care.


Necro Scarab Strange Tool
G:60
Upon Defeat: Transforms equipped creature into Skeleton.
Flavor

A trinket with a beetle on it used in telling fortunes with the dead. It grants movement to bodies without a soul.

Explanation

Skeleton = Neutral / ST:30 / HP:40

Advice

Because this tool revives your creature as a Skeleton immediately after the battle, it's useful when protecting lands if you're outmatched.


Neutral Cloak Strange Armor
G:50
HP+40 / In Battle: Equipped creature's element is Neutral.
Flavor

A cloak that dampens elemental energy. Those who wear this coat will have their power hidden.

Advice

Changes creature's element to Neutral. Useful for dodging enemy effects aimed at your element.


Plate Mail Strange Armor
G:50
HP+50
Flavor

Full armor made with metal plate. It protects against most attacks.

Advice

This armor gives a large boost to a creature's HP. It can make even a weak creature tough.


Prismatic Wand Strange Weapon
G:70
ST & HP+40 if equipped creature's element is different from opponent's element.
Flavor

A wand with a magic crystal that releases a destructive beam of light when two different elemental energies clash.

Advice

If you meet this weapon's conditions, it can grant a significant buff. Its conditions aren't too tough, so it'll be useful in most situations.


Rag Doll Strange Tool
G:60
Neutralizes: Scroll Attacks / Neutralizes: Creatures with greater ST than equipped creature.
Flavor

An enchanted cat doll. Not even the most hardened of warriors can resist its cuteness and lose their fighting spirit before it.

Explanation

Neutralizes = Does not receive damage from opponents during battle.

Advice

A tool that can be very helpful against a tough foe. Most effective when given to a creature with low ST.


Shadow Blaze Strange Scroll
G:70
Scroll Attack: ST=40 / Scroll Critical Hit: If the opponent has more than one copy of the enemy creature in play.
Flavor

A scroll with a magic spell inscribed on it. It summons dark fire that burns away shadows and doppelgangers.

Explanation

Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.

Advice

This scroll is most powerful when used against books that feature many copies of the same card.


Silver Plow Strange Tool
G:30
ST+10 / HP+20 / Battle End: Raises the level of battle territory by 1.
Flavor

An enchanted plow that ensures a bountiful harvest for any land it's used on.

Advice

A tool that raises the level of the land it was used in. However, the creature that used it must survive the battle for this effect to occur.


Soul Ray Strange Scroll
G:70
Scroll Attack: ST=30 / Battle End: Recycles to hand.
Flavor

Scroll with a magic spell inscribed on it. It draws out power from the user's soul as a beam of light. The light then returns to the user.

Explanation

Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).

Advice

A useful scroll that can be reused many times. It's best when used against high level enemy territories.


Sphere Shield Strange Armor
G:100
ST=0 / Neutralizes: Normal Attacks.
Flavor

A magic shield that envelops its user in a force field. The force field is so strong, no attacks can penetrate, but also no attacks can exit.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

Has a high cost, but lets you ensure your land's defense. Watch out for scroll attacks, however.


Spiked Shield Strange Armor
G:40
Reflects: 1/2 of damage received from Normal Attacks.
Flavor

A shield covered in spikes. It can damage the opponent as it blocks their attack.

Explanation

Reflects = Reflects attack to opponent, does not receive any damage.

Advice

Armor that redirects half of an opponent's damage back at them. Most useful in battles with strong enemies.


Storm Halberd Strange Weapon
G:70
ST+ (number of Water & Air creatures in play x5). / Critical Hit: FireEarth
Flavor

A halberd imbued with the power of a storm that grows more powerful as more water and air energy is channeled into it.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

Becomes stronger as more creatures of the proper element are placed. Note that this count also includes your enemy's creatures.


Storm Shield Strange Armor
G:70
Neutralizes: Normal Attacks when equipped creature is Water or Air.
Flavor

A shield imbued with the power of the storm. Makes water and air creatures nigh invincible.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

To take full advantage of this armor, it is best used in books with many water and/or air creatures.


Tearing Halo Strange Scroll
G:60
Scroll Attack: ST=30 / Scroll Critical Hit: Unless equipped creature is Neutral / Immune to Destroy Item and Steal Item effects.
Flavor

A scroll with a magic spell inscribed on it. It summons a bladed halo to slice enemies apart. Guarded by holy power, the scroll can't be destroyed.

Explanation

Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.

Advice

Provided your creature is not neutral element, it will do large damage. It can't be destroyed by the enemy, so you can use it without worry.


Tombstone Strange Tool
G:0
Immune to Destroy Item and Steal Item effects. / Upon Defeat: User draws cards until their hand contains 6 cards.
Flavor

An amulet shaped like a tombstone. It marks the falling of one of your creatures, and attracts cards to take its place.

Advice

This tool is useful when you desperately need to replenish your hand. Be sure to use it in only the most hopeless of battles.


Tonfa Strange Weapon
G:30
Attacks Twice.
Flavor

A weapon used with both hands for self defense. It is not very strong, but it is capable of rapid strikes.

Advice

A weapon that can attack twice in the same battle. The higher the user's ST, the bigger the effect.


Twin Spike Strange Tool
G:30
ST+20 / Attack Bonus: Transforms opponent into same creature as equipped creature.
Flavor

A strange spear that transforms its victims to look like its user.

Advice

An item with a tricky ability that can be used for a number of things. Can create unpredictable results when thrown into the mix.


Wonder Charm Strange Tool
G:70
Neutralizes: 80% of damage received from Normal Attacks.
Flavor

A mysterious amulet that wraps its user in an invisible field that wards off attacks.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

A tool that lets you avoid most of the damage from an attack. Indispensable for defending your territory.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Multi-Instant Spells


Assemble Cards Strange Instant
G:70
Hidden / User gains 500G if their hand contains at least one creature of each element. (FireWaterEarthAir) / If not, user draws 2 cards.
Flavor

A secret strategy that focuses on attaining elemental balance within one's mind.

Explanation

Hidden = This card is flipped face-down to other Cepters while it is in your hand.

Advice

This card is Hidden from your enemies. To meet the conditions, you need to add all the elements into your book.


Binding Mist Strange Enchant
G:40
Adds "Paralysis" Enchant to target creature. (Creatures cannot attack or use items and their abilities do not activate.)
Flavor

A thick, cursed mist that wraps around its victim's limbs and prevents them from moving.

Advice

This spell's ability to disable not only attacks, but all sorts of creature abilities as well is very useful.


Blast Trap Strange Enchant
G:30
Adds "Explosion Trap" Enchant to target creature. (Next time a Cepter stops here, they lose 40% of their Current Magic, and HP-20 to the creature on this territory.)
Flavor

A magical trap that cannot be avoided. When triggered, it damages both the Cepter who set it off and any creature guarding that territory.

Advice

It gives a serious blow to both the Cepter who stops on a territory and the creature that's placed there. It's up to you to decide if it's worth it.


Blaze Splash Strange Instant
G:80
HP-30 to target Fire or Water creature.
Flavor

A splash of alchemical liquid flame that can burn both fire and water creatures. Very sticky, it clings to its victim's body as they are slowly destroyed.

Advice

It's limited to certain elements, but 30 damage is quite powerful.


Bounty Hunt Strange Enchant
G:50
Adds "Bounty" Enchant to target creature. (Can't be moved or exchanged by Territory Command. If killed with a weapon, the Cepter that killed it gets 300G.)
Flavor

Put out a bounty on a creature. Those who spend their lives fleeing from bounty hunters start to lose their will to live after long enough...

Advice

Because having a bounty severely restricts a creature's movement options, it's best used to put a stop to Move Invasions.


Chaos Panic Strange Multi-Enchant
G:60
Adds "Reverse Movement" Enchant to all Cepters. (On the next turn, all Cepters will move backwards.)
Flavor

Invokes the power of the chaos god to sow fear in people's hearts.

Explanation

This Enchant disappears at the end of the turn.

Advice

It reverses everyone's direction. If you time it correctly, this spell's benefits are enormous. Look for just the right opening.


Chariot Strange Instant
G:50
Moves user's target creature 2 spaces. / Recycles to Book.
Flavor

Conjures an invisible chariot to transport your creature at high speeds.

Explanation

Recycles = After it is used, the card returns to the user's hand or book (depending on the card).

Advice

You can move your own creatures with this spell. It's an important spell for books that focus on Move Invasions.


Clairvoyance Strange Instant
G:20
User obtains magic equal to 1/2 the value of all of the Spell Cards in target Cepter's hand. / User views the Hidden cards in target Cepter's hand.
Flavor

Gives a Cepter the power to see through walls, allowing them to know their enemy's plans.

Explanation

Hidden = This card is flipped face-down to other Cepters while it is in your hand.

Advice

Good for seeing Hidden cards, reading the text on cards in your opponent's hand, and getting some quick magic.


Cluster Burst Strange Multi-Instant
G:90
HP-20 to all creatures of the most numerous element in play. (Including Neutral.)
Flavor

When many creatures of the same element gather in one place, their combined energy can become volatile. All it takes is a single spark, and...

Advice

This spell is a good countermeasure for books with only one element.


Debility Strange Instant
G:40+Card
ST=0 to target creature. / Synthesis: Spells (MHP-20 to target creature.) / User draws a card.
Flavor

Saps a creature of its will to fight. If this spell is made stronger, it will cause the target's body to weaken as well.

Explanation

Changes made to the Base ST and MHP will last until the creature reverts to a card.
Synthesis = Activate this effect by discarding a specific kind of card.

Advice

A spell that sets the target's ST to 0. It can put a stop to aggressive Move Invasions.


Discord Strange Multi-Instant
G:80+Card
Transforms all of the most numerous kind of creature on the map into Goblins.
Flavor

Sows discord among a family of creatures. Those who fall to chaos are transformed into small goblins.

Explanation

Goblin = Neutral / ST:20 / HP:30

Advice

A global enchantment that affects the entire map, and can change many creatures at once. It's useful in a Goblin-themed book.


Diselement Strange Enchant
G:20+Card
Adds "Nullify Land Effect" Enchant to target creature (No land effect). / Synthesis: Creatures (Changes target to "all Fatigued creatures.") / User draws a card.
Flavor

Cuts off the connection between a creature and the land, making the creature unable to benefit from its terrain.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.

Advice

Its conditions for Synthesis are simple, so it's easy to use. Since it shakes up the field, it can be used when you're losing momentum to make a comeback.


Drain Magic Strange Instant
G:80
User steals 30% of target enemy Cepter's Current Magic.
Flavor

A spell that takes magic from your enemy and makes it your own. It's labeled "black magic" and deemed "unfair" by those who fell victim to it one too many times.

Advice

Steals magic from an enemy Cepter. It's a classic spell to interfere with your opponents.


Dream Terrain Strange Enchant
G:40
Adds "Shared Toll Fees" Enchant to user. (For 5 rounds, user gains 50% of tolls collected by other Cepters.)
Flavor

Shows a calming illusion to enemy Cepters to cloud their minds. After that, it's easy to siphon away their tolls.

Advice

Take advantage of your enemies' toll revenue by adding it to your own. You can also use it as insurance when you get toll taken from you.


Energy Field Strange Enchant
G:60
Adds "Magic Barrier" Enchant to target creature. (Gain the following abilities: "Neutralizes: Normal Attacks" and "Battle End: Opponent steals 100G.")
Flavor

Creates a wall out of the user's own reserves of magic. A strong defensive measure, but it leaves the user's magic vulnerable to petty theft.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

For a price, it can give one of your territories an unbeatable defense. Or you can use it on a weak enemy land and steal your enemy's magic.


Exchange Strange Instant
G:60
Exchanges target creature with another creature from its owner's hand.
Flavor

Forces a creature to revert to card form and replaces it with a different creature.

Explanation

No cost needs to be paid for the creature that goes into play as a result of this spell.

Advice

Lets you exchange creatures for free and ignore land restrictions. It's a powerful spell that allows you to place heavy creatures at the start of battle.


Exile Strange Instant
G:100
Returns 1 creature with Enchant and no summoning conditions to its owner's hand.
Flavor

Causes weak creatures that rely on enchantments to be exiled from existence. Creatures driven from the map return to their Cepter as cards.

Explanation

If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.

Advice

If you combine this with a spell, you can easily remove powerful creatures from the field.


Fat Body Strange Instant
G:40
MHP+20 & ST-20 to target creature. (up to a max of 100 MHP).
Flavor

A spell that adds additional...bulk to your creatures, causing them to be harder to defeat, but also limiting their mobility and attack power.

Explanation

Changes made to the Base ST and MHP will last until the creature reverts to a card.

Advice

It's normally used to make your own defenders tougher, but it can also be used on an enemy's creature to weaken their ability to do Move Invasions.


Flatland Strange Multi-Instant
G:100
Hidden / If user has five or more level 2 territories, raise each land's level by 1. / If not, Recycles to book.
Flavor

A secret strategy that can launch the user to victory by suddenly raising the level of a large number of territories that their enemies had ignored.

Explanation

Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).

Advice

This card is Hidden from your enemies. It levels multiple lands all at once, so it can give your Total Magic a sudden, drastic boost.


Foresight Strange Instant
G:30
User views the top 6 cards in their book, then selects 1 to place in their hand.
Flavor

Borrows power from the Supreme Goddess, Culdra to draw a card from the future.

Advice

Lets you draw whichever card you like from the top 6 cards in your book. It makes getting a card you need easier, but lets your opponents see your cards.


Gift Strange Instant
G:100
User gains (User's rank x50)G. / User draws a number of cards equal to their rank from their book.
Flavor

A gift from the heavens. It may seem small, but sometimes the smallest gift can mean the difference between life and death.

Advice

A spell where you can replenish both your hand and magic. The lower your rank, the stronger the effect.


Goblin's Lair Strange Instant
G:10+Card
Places Goblin on land occupied by user if it is currently vacant. / Recycles to Hand.
Flavor

This spell summons not goblins, but a goblin nest. A horrid, smelly place where new goblins are continually spawned.

Explanation

Goblin = Neutral / ST:20 / HP:30
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).

Advice

A useful spell that lets you claim many territories. However, Goblins are weak, so you should swap them out for stronger creatures.


Haste Strange Enchant
G:70
Adds "Dice 6-8" Enchant to target Cepter. (Target Cepter's next two dice rolls yield from 6 to 8.)
Flavor

A spell that invokes the spirits of the land to reduce gravity around the target's feet, allowing them to move swiftly.

Explanation

This Enchant disappears after the Cepter it is on has finished moving.

Advice

A spell that sets the dice to roll a 6, 7, or 8. Best used to avoid dangerous enemy territory.


Holy Word 8 Strange Enchant
G:80
Adds "Dice 8" Enchant to target Cepter. (Target Cepter's next dice roll yields a 8.)
Flavor

...In the end, it gained the power to twist the very laws of the universe using the power of uncertainty.

Explanation

This Enchant disappears after the Cepter it is on has finished moving.

Advice

Grants the biggest movement among the fixed dice spells. A good spell for Cepters who focus on making laps quickly.


Hyperactive Strange Enchant
G:40
Adds "Vigorous" Enchant to target creature. (For 5 rounds, target creature gains the Vigorous ability.)
Flavor

Optimizes a creature's body so that it never tires, no matter how much work it is given.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

A spell that allows you to repeatedly use Territory Commands. Being able to use Secret Arts repeatedly is very powerful as well.


Incineration Strange Instant
G:10
User gains (number of creatures destroyed thus far x20)G, then the number is reset.
Flavor

Burns away the leftover spirits of destroyed creatures, leaving only pure magic behind.

Explanation

"Creatures destroyed" only applies to creatures that were destroyed after being placed on a territory.

Advice

This spell is best used in a particularly heated match. Best used after a spell that defeats multiple creatures at once.


Influence Strange Instant
G:80
Changes target territory into its owner's most numerous land element.
Flavor

Harnesses the greatest type of elemental energy a Cepter possesses to reshape a land into one of that element.

Advice

A spell that helps with increasing chains among territories. Sometimes, you can even use it to disrupt an enemy's territory.


Land Drain Strange Instant
G:50
User steals (number of target's possessed territories x30)G from target enemy Cepter.
Flavor

Siphons the magical energy that emanates from enemy territories before it can be collected by its rightful owner.

Advice

A spell that steals magic according to the number of territories. This will be especially powerful towards the end of a match.


Land Transfer Strange Instant
G:100
Releases target territory from user's control and reverts it to magic at 70% of its value.
Flavor

A spell that releases all the magic binding a territory to the user and then harvests that raw magic.

Advice

A spell that changes your territory into magic. If you build up your land chain and then use this card, you can expect major profit!


Life Force Strange Enchant
G:50
Adds "Life Force" Enchant to target Cepter. (Creature and Item Cards' cost becomes 0G. When this Cepter uses a spell, that spell is neutralized and this Enchant vanishes.)
Flavor

The universe is founded on a balance of powers. Restricting the power of destruction will lead to an overabundance of creation.

Advice

Being able to use both Creature and Item Cards with no magic cost is very powerful. Can also be used to cancel out an enemy spell in an emergency.


Long Line Strange Instant
G:70
Hidden / If user owns 4 or more territories in a row, user gains 500G. / If not, user draws 2 cards.
Flavor

A secret strategy that focuses on adjacent territories over element chains.

Explanation

Hidden = This card is flipped face-down to other Cepters while it is in your hand.

Advice

This card is Hidden from your enemies. If you use it at just the right time, you can earn a huge amount of magic.


Magic Shelter Strange Enchant
G:70
Adds "Anti-Spell Wall" Enchant to target creature. (Target creature cannot be targeted by spells and will be treated as if it has the Defensive ability.)
Flavor

Puts up a barrier that protects from magic, but those the barrier protects are forced to remain stationary.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

An enchantment that can be used to add Anti-Spell to your own defenders, or Defensive to your enemy's creatures to stop them in their tracks.


Magma Shift Strange Instant
G:120
Changes target level 3 or lower Fire territory into a Earth land, or changes target level 3 or lower Earth territory into a Fire land.
Flavor

Those who control lava can shape the land as they please.

Advice

A spell you can use to disrupt enemy territory. However, the lands it can be used on are limited, so it can be hard to use.


Mass Growth Strange Multi-Instant
G:30+Card
MHP+5 to all creatures (up to a max of 100). / Synthesis: Items (Changes target to "all creatures owned by the user.")
Flavor

Accelerates the growth of creatures, enemy and ally, across the map. If this spell is stabilized with the use of an item, its effect can be aimed at only your creatures.

Explanation

Changes to MHP last until the creature reverts to a card.
Synthesis = Activate this effect by discarding a specific kind of card.

Advice

A spell that strengthens a creature's MHP. It's advised to use this after you've spread a lot of weak creatures onto the map.


Metamorphosis Strange Instant
G:80+Card
User selects an item or Spell Card from target enemy Cepter's hand and changes all copies of the selected card in all Cepters' hands and books to Holy Word 6.
Flavor

Disrupt the enemy's evil plans and lead them back onto a righteous path.

Explanation

Holy Word 6 = Give Dice 6 Enchant to target Cepter. Makes the next roll 6.

Advice

A spell that can nullify a key card in your opponent's book. The cost is high, but it's worth it.


Miracle Call Strange Instant
G:70
User draws 1 Evo Card from their book. / If an Evo Card can't be drawn, user draws 2 cards instead.
Flavor

A call for help in times of crisis. Upon hearing it, the creature you raised with loving care will hurry to your side.

Advice

Only 2 Evo Cards can be added to a book, so if you want to make sure you draw yours, you'll definitely want to add this card as well.


Outrage Strange Instant
G:100
Moves target creature to adjacent enemy territory.
Flavor

Enrages a creature, causing it to invade nearby territory without thinking.

Advice

This spell can move either your or your enemy's creatures. Try moving one enemy's creature into another enemy's territory to watch the sparks fly.


Philosophy Strange Instant
G:50
If user has a card with the Synthesis ability in hand, draw 3 cards / If not, user draws 2 cards.
Flavor

The scholar who developed this technique considers it to be the truth of the world.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.

Advice

A spell that goes through your book faster so you can get the cards you need. Best used with a Synthesis card so you can draw 3 cards.


Plague Strange Multi-Enchant
G:100
Adds "Poison" Enchant to all creatures. (At the end of a battle, the creature's base HP is reduced by half of its MHP.)
Flavor

Generates a highly contagious pathogen and spreads it far and wide.

Advice

This targets all creatures, so it's best to combine it with a spell that targets only creatures with enchantments.


Prophecy Strange Instant
G:40
User draws 1 card of a specified type from their book.
Flavor

The best prophets are not those who simply tell of future events, but those who change the world for the better to fulfill their prophecies.

Advice

A spell that allows you to draw a card type from the book. This is best used when you really need to draw an important card as soon as possible.


Quietude Strange Multi-Enchant
G:70
Adds "Mute" Enchant to all Cepters (Spells cannot be used for one round.)
Flavor

Though its duration is limited, not being able to cast spells can be fatal for a Cepter.

Advice

This can stop the enemy Cepter's spell in an important situation. It won't be useful immediately, but it has the potential to flip the situation.


Ray of Law Strange Multi-Instant
G:60
Destroys all cards with a value of 100G and up in all Cepters' hands.
Flavor

The power of the God of Creation seals away all cards that would bring ruin to the world.

Advice

It can destroy powerful cards from all Cepters' hands. It's best to combine this spell with a book full of low-cost cards.


Redivision Strange Multi-Instant
G:100
Redistributes all Cepters' magic so that it is spread equally among them.
Flavor

Those who have little are filled with want. Those who have much are filled with fear.

Advice

A spell that makes the total existing magic a weapon. Use it when one of your enemies is about to win to make them cry.


Remission Strange Instant
G:100
Target gate will be marked as passed. (Cannot be used on the final gate needed to complete a lap.)
Flavor

Draws in magical energy from a distant gate, tricking it into thinking that the user has passed it.

Advice

A spell that can shorten the route you need to take to complete a lap. Depending on the map, it may let you make some quick laps.


Remote Switch Strange Instant
G:30
Changes the direction of all Path Switches. / Recycles to Book. / If no Path Switch is present, user draws a card.
Flavor

A spell that allows Cepters to use telekinesis to remotely change the Path Switch.

Explanation

Recycles = After it is used, the card returns to the user's hand or book (depending on the card).

Advice

A spell only for maps with Path Switches. If used at the right time, it can send other Cepters down a bad path.


Sigil of Shrink Strange Enchant
G:40
Adds "Shrink Spell" Enchant to target creature with no Secret Art. (Grants "Secret Art (50G): MHP-10 to target creature.")
Flavor

Places a magic seal on a creature that grants it the use of a shrinking spell.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Changes to MHP last until the creature reverts to a card.
If this is added to a creature that already has a Secret Art, it will only be able to use its native Secret Art.

Advice

It gives a Secret Art ability. If you use this on a creature with the Vigorous ability, you can maximize its effectiveness.


Steal Gem Strange Instant
G:40
User steals one random element gem from target enemy Cepter. / If there is no Gem Store, user will steal 80G from target enemy Cepter.
Flavor

Summons a magical hand that steals gems from other Cepters.

Advice

One of the few options for manipulating Element Gems. You can't choose the type, but it's much cheaper than buying from the Gem Store.


Stone Blast Strange Instant
G:80
HP-30 to target Earth or Air creature.
Flavor

Cepters debate whether this spell calls a gale full of stones or speeding stones that create a gale. Either way, it's bad news for any air or earth creatures caught in it.

Advice

It's limited to certain elements, but 30 damage is quite powerful.


Storm Shift Strange Instant
G:120
Changes target level 3 or lower Water territory into a Air land, or changes target level 3 or lower Air territory into a Water land.
Flavor

Those who control the atmosphere can make the sky and sea do their bidding.

Advice

A spell you can use to disrupt enemy territory. However, the lands it can be used on are limited, so it can be hard to use.


Sudden Impact Strange Instant
G:100
Hidden / Lowers level of target level 4 territory by 1.
Flavor

A secret strategy that disrupts the development of an enemy's territory by raising up sharp boulders from below.

Explanation

Hidden = This card is flipped face-down to other Cepters while it is in your hand.

Advice

This card is Hidden from your enemies. If a careless enemy raises their land level to 4, that's your chance!


Thunderclap Strange Instant
G:100
Hidden / HP-30 to target creature with summon conditions.
Flavor

A secret strategy that surprises the enemy by summoning a bolt of lightning from a clear blue sky.

Explanation

Hidden = This card is flipped face-down to other Cepters while it is in your hand.

Advice

This card is Hidden from your enemies. Limited to creatures with summoning conditions, but is able to deal a large amount of damage.


Uniformity Strange Enchant
G:60
Gives "200 Toll" Enchant to target Cepter. (For 3 rounds, the toll fee for all of a Cepter's territories become 200G.)
Flavor

This spell equalizes all a Cepter's territories. Regardless of how strong or weak a territory is, it will be made the same as the rest.

Advice

This makes all of a Cepter's tolls a fixed 200 G. Can be used to lower the toll of an enemy Cepter's territories, or increase the toll of your own.


Vortex Strange Enchant
G:40
Adds "No Battle Abilities" Enchant to target creature. (In battle, effects and abilities besides this one do not activate.) / User draws a card.
Flavor

Creates a black vortex in the sky that sucks in everything and reduces it to nothingness. Magic, abilities, light... nothing is safe from oblivion.

Advice

A spell that prevents abilities from activating in battle. Those with high base ability values will be at an advantage with this spell.


Waste World Strange Global
G:70
Adds "Raise Cost" Enchant to the world. (For 6 rounds, cards of rarity Strange require 1.5xG to use, cards of rarity Rare and Extra require 2x G to use.)
Flavor

Creates a world where those with nothing are given peace, and those with everything are given suffering.

Advice

A global enchantment that makes Cepters with high rarity cards suffer. The effect is limited, so timing is important.


Last Updated on Wednesday, 10 January 2024 12:59

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Hellgrammite Revolt
ST:30 HP:30 MHP:30
G:60+
Item Limit:
Upon Defeat: Evolves into Serpent Fly.

Culdcept Revolt

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