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Creatures, Items, & Spells - Drifter Block

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


Baldanders Normal Neutral
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.


Borgess Rare Neutral
ST:30 HP:30 MHP:30 G:40
Boost: HP+20 to Neutral creatures.
Flavor

A demon scholar whose knowledge of creatures rivals even that of the gods'.

Explanation

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

Advice

A creature that increases the HP of neutral element creatures during battle. Essential for books containing mostly neutral creatures.


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.


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.


Halfling Normal Neutral
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.


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.


Ninja Rare Neutral
ST:40 HP:40 MHP:40 G:70
Attacks First / Scroll Critical Hit
Flavor

A stranger who lives in the shadows. He has swift movements and is a master of scroll magic.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.

Advice

This creature has Attacks First, Scroll Critical Hit, and good ability values, making it adept at both offense and defense.


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.


Thief Normal Neutral
ST:20 HP:40 MHP:40 G:30
Battle Start: Steals opponent's item if using no items of your own.
Flavor

A skillful thief. By the time you realize she's even taken something, she's already long gone.

Advice

Enemy Cepters will think twice before using an item against this creature, so it may survive a surprising amount of battles.


Trojan Horse Normal Neutral
ST:0 HP:30 MHP:30 G:30
Item Limit: Cannot use Weapons Cannot use Armor Cannot use Scrolls
Support: All / Penetrates: All
Flavor

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.


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


Ba-al Normal Fire
ST:50 HP:50 MHP:50 G:40+Fire+Card
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.


Cait Sith Normal Fire
ST:20 HP:30 MHP:30 G:50
Land Limit: Cannot be placed on Water
Neutralizes: Attacks from creatures with ST of 40 and up. / Anti-Spell
Flavor

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.


Fire Beak Rare Fire
ST:50 HP:40 MHP:40 G:95+Fire
Item Limit: Cannot use Armor Cannot use Scrolls
Attacks First / Critical Hit: WaterAir / Penetrates: WaterAir
Flavor

A species of flying dragon whose beak is constantly aflame. It hunts down and tears apart creatures of the wind and sea.

Explanation

Attacks First = Attacks first in a battle.
Penetrates = Attacks ignore extra HP gained from the land effect.
Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

This powerful creature can show its full force against water and air creatures. It has a steep cost, but that cost matches its destructive ability.


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.


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.


Old Willow Rare Fire
ST:20 HP:40 MHP:40 G:70+FireFire
Item Limit: Cannot use Weapons Cannot use Tools Cannot use Scrolls
Defensive / Stops all passing Cepters other than user when placed on a Fire land.
Flavor

A weathered old willow tree with an evil heart. It reaches out with its branches to capture passersby and stuff their bodies into its trunk.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

It forces all enemy Cepters to stop on it, so you can get many tolls. However, you need to make sure it survives their invasions.


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

Water Water Creatures


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.


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.


Hellgrammite Rare Water
ST:30 HP:30 MHP:30 G:60+Water
Item Limit: Cannot use Scrolls
Upon Defeat: Evolves into Serpent Fly.
Flavor

The larval form of a Serpent Fly. When its life is in danger, it will shed its skin and fly off as a Serpent Fly.

Explanation

Serpent Fly = Air / ST:40 / HP:30

Advice

Even if it's defeated, it stays on its territory as a Serpent Fly. Serpent Fly is an air creature, but still receives the land effect from water lands.


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.


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.


King Tortoise Normal Water
ST:50 HP:60 MHP:60 G:100
Item Limit: Cannot use Scrolls
Attacks Last
Flavor

The king of all tortoises, also known as a Tarasque. It moves slowly, but there are few that can oppose its awesome power.

Explanation

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

Advice

Although its basic stats are high, its cost is hefty. On top of that, its Attacks Last ability makes it a poor choice to use for invading.


Megalodon Normal Water
ST:50 HP:50 MHP:50 G:40
Land Limit: Cannot be placed on FireCannot be placed on EarthCannot be placed on Air
Item Limit: Cannot use Scrolls
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.


Rahab Rare Water
ST:60 HP:60 MHP:60 G:80+WaterWater+Card
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Tools
Neutralizes: Creatures with ST of 50 and up. / Boost: HP+10 to Water & Air creatures.
Flavor

A demon that dwells in the depths. It possesses great strength, and can defend itself by changing its body into water or ice.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.

Advice

Its Boost ability increases the HP of all water and air creatures. It's useful, but expensive, so make sure you have enough magic for it.


Scylla Rare Water
ST:30 HP:40 MHP:40 G:60+Water
In Battle: Disables opponent's Attack Bonus. / Battle End: Adds "Sleep" Enchant to enemy creature.
Flavor

A demon from the deep ocean. Her poisonous claws make her enemies woozy and the thin layer of mucus that coats her body nullifies certain effects.

Explanation

Sleep Enchant = cannot take tolls.

Advice

This creature disables the opponent's Attack Bonus abilities. In addition, it will inflict the opponent with Sleep, making them unable to take tolls.


Triton Normal Water
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.


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


Brontides Rare Earth
ST:60 HP:60 MHP:60 G:80+EarthEarth+Card
Land Limit: Cannot be placed on Water
Item Limit: Cannot use Tools
Support: FireEarth / Boost: HP+10 to Fire & Earth creatures.
Flavor

Ruler of all forested lands. It reigns over the forest with enormous power. It bolsters the strength of its subjects, but also uses them as shields when needed.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.

Advice

Increases fire and earth creatures' HP and can use them as Support. This creature is powerful, but has steep summon conditions.


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.


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.


Dryad Normal Earth
ST:20 HP:30 MHP:30 G:55
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Weapons
Support: NeutralFireEarth / Can move to any vacant Earth 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.


Gargoyle Rare Earth
ST:30 HP:50 MHP:50 G:70+Earth
Attacks First / In Battle: ST=50 when defending.
Flavor

A demon that has skin like stone. It pretends to be a stone statue and ambushes invaders.

Explanation

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

Advice

Has both Attacks First and an ability that makes it deal more damage when defending. This is a creature that specializes in repelling invaders.


Great Tusker Normal Earth
ST:60 HP:50 MHP:50 G:80+Earth
Item Limit: Cannot use Scrolls
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.


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.


Sage Normal Earth
ST:20 HP:30 MHP:30 G:80
Support: All / Immune to Destroy Item and Steal Item effects. / Scroll Critical Hit
Flavor

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.


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.


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.


Centaur Normal Air
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.


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.


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.


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.


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.


Thunder Spawn Rare Air
ST:30 HP:40 MHP:40 G:50+Air
Item Limit: Cannot use Scrolls
In Battle: ST+ (Number of user's Water lands x10). / Can move to any enemy land with a mismatching element creature on it.
Flavor

A creature born of lightning. It can raid far- off lands in a flash. Its lighting powers increase when exposed to large amounts of water.

Advice

Its ST improves with the number of water lands you own, so make sure to bring some water creatures. Useful when invading far-off territories.


Tornado Normal Air
ST:20 HP:50 MHP:50 G:55
Item Limit: Cannot use Armor Cannot use Scrolls
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.


Yowie Normal Air
ST:40 HP:40 MHP:40 G:70
Critical Hit: Neutral / 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.


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

Armor Items


Angel Cape Rare Armor
G:50
HP+40 / Immune to Destroy Item and Steal Item effects.
Flavor

A cape for angels, charged with holy power. It blesses the wearer with protection against underhanded tactics.

Advice

This armor can't be stolen or destroyed by enemies when it is equipped. Use it against tricky foes.


Angry Mask Rare Tool
G:60
HP+30 / Battle End: Opponent's HP- (damage your creature received in battle).
Flavor

A cursed mask that turns a desire for revenge into power. Those that attack carelessly may find themselves receiving a painful counterattack.

Explanation

This HP reduction is unaffected by any increases that occurred during battle.

Advice

A powerful tool that not only increases your HP, but makes a counterattack after the battle that can't be stopped by equipment.


Battering Ram Normal Weapon
G:40
ST+30 / Instant Death: 100% against Defensive creatures.
Flavor

A weapon of war used for breaking down the gates of even the mightiest fortresses.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP. Defensive = Cannot invade or be moved with Move Creature.

Advice

This weapon can easily destroy even the toughest Defensive creature. Also boosts ST, so it can be used as a normal weapon, too.


Binding Whip Normal Weapon
G:30
ST+30 / Attack Bonus: "Paralysis" Enchant.
Flavor

A magical whip that entangles the enemy and casts a paralysis curse on them.

Explanation

Paralysis Enchant = Can't attack or use items, and abilities do not activate.

Advice

A weapon that paralyzes your enemy when you hit them. Pairs well with defending creatures that have the Attacks First ability.


Burning Rod Rare Scroll
G:90
Scroll Attack: ST= (number of user's FireEarth territories x10). / Scroll Critical Hit: WaterAir
Flavor

A scroll with a magic spell inscribed on it. It focuses the powers of fire and earth into a burning stake and shoots it at the enemy.

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 becomes stronger the more territories you own. It's possible to make it stronger than any other scroll.


Catapult Normal Weapon
G:50
ST+30 / HP+30
Flavor

A weapon of war used to launch boulders at enemy armies from a distance.

Advice

A reliable weapon that improves both ST and HP. In return, it has a high cost.


Chilling Blast Rare Scroll
G:90
Scroll Attack: ST= (number of User's WaterAir territories x10). / Scroll Critical Hit: FireEarth
Flavor

A scroll with a magic spell inscribed on it. It focuses the powers of water and air into a freezing wind that buffets the enemy.

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 becomes stronger the more territories you own. It's possible to make it stronger than any other scroll.


Claymore Rare Weapon
G:50
ST+50
Flavor

A large long sword with a unique cross-guard. Only a true swordsman is capable of using such a blade.

Advice

A weapon with a very high ST boost. Useful when you need to invade a highly fortified territory.


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.


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 Hammer Normal Weapon
G:50
ST+40 / Attack Bonus: Gain 200G if opponent was not destroyed.
Flavor

A magic hammer that dislikes killing and gives a bonus to those who show their enemies mercy.

Advice

This weapon can be used on a low ST defending creature or to give you some emergency G to pay a large toll when you know you can't win.


Gremlin's Eye Rare Tool
G:80
Battle Start: Destroys the opponent's item unless its Rarity is Normal.
Flavor

A charm necklace made to look like a Gremlin's eye. Much like Gremlins, it can cause devices to stop functioning.

Advice

A tool that can destroy the opponent's item. It does not apply to items with a Rarity of Rare, but it is extremely useful, nonetheless.


Magic Shield Normal Armor
G:20
HP+30 / Neutralizes: Scroll Attacks
Flavor

A round shield with a magic circle drawn on it. The enchantment on the shield cancels out any magic that strikes it.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

This armor can block an opponent's Scroll Attack, but since it improves HP, it can be used for normal attacks, too.


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.


Petrify Stone Normal Tool
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.


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.


Ring of the Succubus Normal Tool
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.


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.


Spectre's Robe Normal Armor
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.


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.


Squid Mantle Rare Armor
G:50
HP+40 / In Battle: Disables opponent's Attack Bonus.
Flavor

A squishy cape made of squidskin that wraps around incoming attacks and stops even the most advanced of techniques.

Advice

This tool not only increases HP, but also nullifies any Attack Bonus abilities the foe has. Also works against Instant Death abilities.


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.


Sword of Pluck Normal Weapon
G:40
ST+40 / Critical Hit: When equipped creature has a Rarity of Normal.
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 Rare.


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.


Trident Normal Weapon
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.


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


Air Shift Normal Instant
G:100
Changes target territory belonging to user into a Air 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 Normal Enchant
G:30
Adds "Anti-Spell" Enchant 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.


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.


Blackout Normal Enchant
G:40
Adds "Sleep" Enchant to target enemy Cepter. (For 2 rounds, target enemy Cepter cannot claim tolls.)
Flavor

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.


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.


Burning Hail Rare Multi-Instant
G:100
HP-20 to all Water and Air creatures.
Flavor

Calls down burning boulders that knock flying creatures out of the sky and vaporize water creatures with intense heat.

Advice

A spell that can attack all water and air creatures. If you use it well, it has the power to drastically change the match's outcome.


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.


Charging Step Normal Enchant
G:20
Adds "Magic Steps" Enchant 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 Enchant 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.


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.


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.


Dominant Growth Rare Enchant
G:50
Adds "Growth Command" Enchant to target creature. (MHP+20 when Terrain Change or Land Level Up are used on this creature's territory (max. 100).)
Flavor

Whenever this territory is infused with magic, this spell redirects some of that magic into the creature guarding it, causing it to grow to an immense size.

Explanation

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

Advice

A spell that improves MHP every time the territory is leveled up or changed. Even after the spell runs out, the MHP increases will remain.


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.


Earth Shift Normal Instant
G:100
Changes target territory belonging to user into a Earth 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 Normal Multi-Instant
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.


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.


Escape Normal Instant
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.


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.


Fire Shift Normal Instant
G:100
Changes target territory belonging to user into a Fire 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.


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.


Form Portal Rare Instant
G:140
Teleports user to the nearest gate. (User cannot roll the dice this turn.)
Flavor

Forms a dimensional hole in the air that lets Cepters walk directly to the nearest gate.

Advice

A spell that lets you teleport to the nearest gate. It's useful for completing laps, so it's an important card.


Freeze Cyclone Rare Multi-Instant
G:100
HP-20 to all Fire and Earth creatures.
Flavor

Calls an icy storm that freezes fire creatures with frigid winds and shreds earth creatures with razor sharp shards of hail.

Advice

A spell that can attack all fire and earth creatures. If you use it well, it has the power to drastically change the match's outcome.


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.


Greed Normal Enchant
G:30
Adds "1.5x Toll" Enchant 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.


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.


Immobilize Rare Multi-Enchant
G:80
Adds "Immobilize" Enchant to all creatures. (Cannot be moved by Territory Commands.)
Flavor

Petrifies the lower half of each creature's body. They will still be able to attack, but can no longer move.

Advice

A spell that seals movement. Using this can ruin an enemy Cepter's plans to make Move Invasions.


Insect Swarm Rare Multi-Instant
G:120
HP-20 to all creatures that are not at maximum HP.
Flavor

A cloud of tiny flies whipped into a frenzy by the smell of blood. They will eat away at the flesh of any wounded creature in their path.

Advice

This spell can reduce creatures' HP directly and even potentially finish them off. However, its cost is high and it's a bit tricky to use.


Life Stream Normal Multi-Instant
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 Normal Enchant
G:30
Adds "Random Ability Value" Enchant 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!


Magical Leap Rare Instant
G:70
Transports user to any nearby territory of user's choice within 1 to 4 spaces. User cannot roll the dice this turn.
Flavor

The ability to leap, even if it's a short distance, to a safe place is most welcome when you find yourself in danger.

Advice

Even though it's restricted to a short distance, it's still useful to jump to a different territory.


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.


Mass Phantasm Normal Multi-Enchant
G:70
Adds "Nullified HP Effects" Enchant 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.


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.


Pacifism Normal Multi-Enchant
G:70
Adds "No Invasions" Enchant 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.


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.


Poison Mind Normal Instant
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.


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.


Purify Normal Multi-Instant
G:20
Removes all Enchant effects from the map. User then gains (number of different Enchant 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.


Quintessence Rare Instant
G:80
Changes a target territory with a level lower than 5 to Multi-Element.
Flavor

After years of research, alchemists discovered a fifth element comprised of the other four. This spell infuses a land with the power of this new element.

Advice

Use this spell to obtain the land effect on your own territory or disrupt your enemy's land effect and chains. It's a very versatile spell.


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.


Reincarnation Rare Instant
G:70
User discards all cards from current hand and draws a number of cards equal to the number they discarded +1.
Flavor

Everyone goes through times when they want to abandon everything and start over. However, doing so isn't always guaranteed to improve the situation...

Advice

Exchanges your entire hand. If you want to go through your book faster for the right cards, this spell is extremely useful.


Release Normal Enchant
G:50
Adds "Unlock Limits" Enchant 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.


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.


Revival Rare Instant
G:80
Target Cepter's book is reverted to the state it was in when the game began.
Flavor

Culdra's power gathers up all a Cepter's lost, broken, and discarded cards and reforms their book to the state it was in before the battle.

Advice

A spell that can reset books. It's useful when you want to draw a card you already used.


Senility Rare Enchant
G:100
Adds "Last Breath" Enchant to target creature. (This creature is destroyed at the end of battle.)
Flavor

A curse that causes creatures to quickly age, making their bodies frail and their bones brittle.

Advice

Ensures its target is defeated after a battle. Use it to topple an especially tough enemy territory. Its cost is high, but at the end of a match, it's worth it.


Spartoi Normal Instant
G:30+Card
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 = Neutral / 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 Normal Instant
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 Normal Enchant
G:20
Adds "Distant Movement" Enchant 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 Normal Instant
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.


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.


Turn to the Wall Rare Instant
G:80
Transforms target creature into a specific Defensive creature of the same element.
Flavor

Overloads a creature's inherent elemental energy, causing it to transform into a concentrated elemental mass.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Depending on its element, the targeted creature will change accordingly.

Advice

It can transform a fearsome enemy creature into something easier to defeat or transform one of your weaker creatures into a solid defender.


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.


Water Shift Normal Instant
G:100
Changes target territory belonging to user into a Water 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.


Last Updated on Friday, 12 January 2024 10:00

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Assault Dragon Revolt
ST:60-80 HP:5-35 70<=ST+HP<=110
G:(varies)
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Culdcept Revolt

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