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Creatures, Items, & Spells - Salvation 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


Archchemic Rare Neutral
ST:20 HP:30 MHP:30 G:40
Neutralizes: Scroll Attacks / Reduces cost of Terrain Change for the territory this creature is on to 50G.
Flavor

A master alchemist. Using his many potions, he is able to transmute the very land beneath his feet with ease.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

Makes Terrain Change cheaper. However, it has low HP, so it can't defend well. You may want to Exchange it once you've used its effect.


Armored Dragon Rare Neutral
ST:50 HP:60 MHP:60 G:100
Item Limit: Cannot use Armor
Attacks First / Secret Art (80G): HP-30 to target Neutral creature.
Flavor

A dragon with a metal machine body. Instead of breathing fire, it shoots bullets from its mouth, destroying neutral creatures.

Explanation

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

Advice

A dragon with high cost, but undeniable power. Its Secret Art lets it damage neutral element creatures remotely.


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.


Decoy Rare Neutral
ST:0 HP:10 MHP:10 G:50+Card
Item Limit: Cannot use Weapons Cannot use Armor Cannot use Scrolls
Reflects: Normal Attacks
Flavor

A cursed doll that tricks enemies into thinking it's weak and then turns their own blades against them.

Explanation

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

Advice

Because it reflects all normal attacks, it's nearly invincible. However, it can be easily killed by scrolls or spells.


Ground Gear Rare Neutral
ST:20 HP:40 MHP:40 G:60
Item Limit: Cannot use Scrolls
Support: All / Neutralizes: Scroll Attacks. / Transforms into Androgear if Sky Gear is used as Support.
Flavor

A walking battle machine that uses the latest technology to dispel scroll-based magic.

Explanation

Support = Use creatures in your hand as items.
Neutralizes = Takes no damage in battle.
Sky Gear = Neutral / ST:40 / HP:40
Androgear = Neutral / ST:60 / HP:60

Advice

A defense-oriented creature with the Support ability. It has a unique combination mechanic that is sure to earn it many fans.


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.


Rock Titan Rare Neutral
ST:70 HP:70 MHP:70 G:90
Item Limit: Cannot use Weapons Cannot use Armor Cannot use Tools Cannot use Scrolls
Battle End: ST & MHP-10.
Flavor

A gigantic rock creature with great power and a sturdy body. However, its body has already begun to erode and crumble.

Explanation

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

Advice

Although it slowly becomes weak, its stats are still tremendous. Even if you dispose of it later, it's worth the cost to use.


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.


Shapeshifter Rare Neutral
ST:20 HP:20 MHP:20 G:30
Secret Art (70G): Transforms into same creature as target creature.
Flavor

An amorphous demon that can transform into any creature. However, once it has solidified, it cannot return to its original form.

Explanation

Secret Art = Used as a Spell in the Spell Phase
After transforming, ST and MHP will become the base ability values of the new creature.

Advice

This creature's Secret Art lets it copy any creature that has already been placed on the map. Use it to duplicate powerful or expensive creatures.


Sky Gear Rare Neutral
ST:40 HP:20 MHP:20 G:40
Item Limit: Cannot use Scrolls
Attacks First / Support: All / Transforms into Androgear if Ground Gear is used as Support.
Flavor

A flying battle machine that silently soars through the sky and launches surprise attacks from above the enemy.

Explanation

Support = Use creatures in your hand as items.
Attacks First = Attacks first in a battle.
Ground Gear = Neutral / ST:20 / HP:40
Androgear = Neutral / ST:60 / HP:60

Advice

An offense-oriented creature with the Support ability. It has a unique combination mechanic that is sure to earn it many fans.


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

Fire Fire Creatures


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.


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.


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.


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.


Knight-errant Rare Fire
ST:40 HP:30 MHP:30 G:60+Card
Synthesis: Earth (Evolves into Armed Paladin). / Reflects: 1/2 of damage received from Normal Attacks.
Flavor

A knight in training. He's still learning the art of swordplay, but is a natural at parrying. He dreams of one day becoming a Holy Knight.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Armed Paladin = Fire / ST:0 / HP:50
Reflects = Reflects attack to opponent, does not receive any damage.

Advice

While its ability to reflect damage is useful, if you use its Synthesis ability, it will evolve into a very powerful creature.


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.


Pyroculus Rare Fire
ST:10 HP:40 MHP:40 G:30+Card
Land Limit: Cannot be placed on Water
Item Limit: Cannot use Weapons
Synthesis: Instant Spells (Evolves into Hell Pyron). / Neutralizes: Scroll Attacks.
Flavor

A small flame spirit. Once it has absorbed enough magic, its form changes and it becomes the overseer of hell.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Hell Pyron = Fire / ST:70 / HP:60
Neutralizes = Does not receive damage from opponent during battle.

Advice

This creature can become the very powerful Hell Pyron for a relatively low cost with its Synthesis ability.


Pyromancer Rare Fire
ST:30 HP:50 MHP:50 G:70
In Battle: Performs a Scroll Attack of ST=30 if not given an item. / Battle End: ST=20, MHP=30 if the enemy landed an attack.
Flavor

A fire-wielding hero. Can summon giant fireballs to burn through anything, but when wounded, his power leaves him and his flames turn dim.

Explanation

Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Changes made to the Base ST and MHP will last until the creature reverts to a card.

Advice

A creature that can make a Scroll Attack without a scroll. It's a natural foe of creatures with Neutralizes and Reflects.


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.


Uriel Rare Fire
ST:40 HP:40 MHP:40 G:90
Critical Hit: Creatures under an Enchant effect. / Secret Art (50G): Removes the Global Enchant currently in effect.
Flavor

The angel of fire. He was sent down to the world to cleanse it of magic. With his flaming sword and wings of fire, he will burn away curses and foul sorceries.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Between its Critical Hit ability and its Secret Art, this creature is an effective counter to an opponent who uses many enchantments.


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.


Volcanic Dragon Rare Fire
ST:50 HP:50 MHP:50 G:80+FireFire
Land Limit: Cannot be placed on Water
Item Limit: Cannot use Armor
Attacks First / In Battle: Performs a Scroll Attack of its base ST value if not equipped with an item.
Flavor

A mighty volcanic dragon. It spews intense flames to incinerate its enemies. Its flames burn away any cover its target tries to hide behind.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.

Advice

A dragon with high cost, but undeniable power. If it is not given an item, it will perform a powerful Scroll Attack that ignores the enemy's land effect.


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.


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.


Deep-Sea Dragon Rare Water
ST:50 HP:50 MHP:50 G:80+WaterWater
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Armor
Attacks First / In Battle: Performs a Scroll Attack of its base ST value if not equipped with an item.
Flavor

A dragon of the deep sea that holds immense power. The intensely cold air it breathes out will freeze anything it touches.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Scroll Attack = Attack with a scroll instead of your creature.
Penetrates the land effect.

Advice

A dragon with high cost, but undeniable power. If not equipped with an item, it can use a powerful Scroll Attack that bypasses its opponent's land effect.


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.


Gluey Slug Rare Water
ST:30 HP:40 MHP:40 G:60
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Scrolls
Cannot be invaded by Move Creature.
Flavor

A giant slug that sprays large amounts of viscous fluid around itself, causing those who approach to get stuck.

Advice

Can block your opponent's Move Invasions. If you think your opponent is going to try a Move Invasion, use Exchange Creature to swap this in.


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.


Id Rare Water
ST:40 HP:30 MHP:30 G:50+Water+Card
Synthesis: Creatures (Transforms into discarded creature). / Neutralizes: Scroll Attacks.
Flavor

A creature that lurks within humanity's collective consciousness. It reads people's minds and changes its form. Few have ever seen its true form.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Neutralizes = Does not receive damage from opponent during battle.

Advice

You can use its Synthesis ability to bring out an extremely powerful creature while ignoring any of its summoning costs.


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.


Makara Rare Water
ST:30 HP:40 MHP:40 G:65
Item Limit: Cannot use Weapons Cannot use Scrolls
Defensive / Vigorous / Secret Art (100G): Transforms occupied territory to a Water land.
Flavor

A water creature with the head of an elephant. It can shoot an endless amount of water from its trunk to completely flood a land.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art lets it change the element of its land at a low cost. It also has the Vigorous ability, so you can use its Secret Art as soon as it's placed.


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.


Sea Bonze Rare Water
ST:10 HP:40 MHP:40 G:40
Land Limit: Cannot be placed on FireCannot be placed on Earth
Item Limit: Cannot use Weapons Cannot use Armor Cannot use Tools Cannot use Scrolls
Defensive / In Battle: Disables all effects and abilities. (Activates first.)
Flavor

An advance guard of the Sea Monk tribe's army. The fog wrapped around its body drains its enemies of their powers.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

A creature that negates many effects. It's at its best when under a strong land effect, so have it defend your high-level territories.


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.


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

Earth Earth Creatures


Black Knight Rare Earth
ST:40 HP:40 MHP:40 G:90
Critical Hit: Creatures with ST of 30 and under / In Battle: Disables opponent's Attack Bonus.
Flavor

Knight with an evil heart. Is ruthless to the weak. His armor is black as his heart and deflects his enemies' special techniques.

Explanation

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

Advice

His Critical Hit is useful for invasions. Instant Death does not affect him during battle, so you can entrust him with defending as well.


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.


Captain Cock Rare Earth
ST:30 HP:30 MHP:30 G:50+Earth
Item Limit: Cannot use Scrolls
Vigorous / Secret Art (60G): Removes Fatigued from user's target creature.
Flavor

Captain of the chicken army. A hard worker who never rests, he's not happy when his allies are resting. Everyone will wake up when he calls.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art removes Fatigued from its fellow creatures. Not useful in all situations, but indispensable in books centered around Secret Arts.


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.


Earth Spirit Rare Earth
ST:40 HP:30 MHP:30 G:60
MHP+10 when Terrain Change or Land Level Up are used on the territory this creature is on (up to a max of 100).
Flavor

A mineral spirit. Its body hardens in response to magic poured into the land.

Explanation

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

Advice

Each time you use one of the two Territory Commands, its MHP improves. As the land's value increases, this creature's defense will as well.


Grimalkin Rare Earth
ST:20 HP:30 MHP:30 G:40+Earth
Support: FireEarth / Anti-Spell
Flavor

A cat girl who is so swift, she can even dodge spells. She is fascinated by other living creatures, but in a fight, she'll gladly use them as shields.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.

Advice

It has low ability values, but its Anti-Spell and Support abilities make it good for defending.


Hardrock Dragon Rare Earth
ST:50 HP:50 MHP:50 G:80+EarthEarth
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Armor
Attacks First / Secret Art (60G): HP-20 to target Fire or Air creature.
Flavor

A dragon with a body of stone. The noxious breath it exhales is extremely harmful to fire and air creatures.

Explanation

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

Advice

A dragon with a high cost, but undeniable power. Its Secret Art lets it damage fire and air element creatures remotely.


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.


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.


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.


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


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.


Dune Titan Strange Air
ST:50 HP:60 MHP:60 G:75
Item Limit: Cannot use Armor
When Terrain Change or Land Level Up are used on the territory this creature is on, MHP-10 (to a minimum of 10).
Flavor

A titan born from a sand dune. Its body of sand collapses easily, so the more it moves, the smaller it gets.

Explanation

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

Advice

It has great ability values, but since it becomes more fragile as Territory Commands are used, you should swap it in to a land that's already leveled up.


Garuda Rare Air
ST:0 HP:40 MHP:40 G:40+AirAir
Land Limit: Cannot be placed on Earth
In Battle: ST & HP= (Number of Air creatures in play x10).
Flavor

A messenger of the wind god. Its power is tied closely to that of the wind itself.

Advice

Its performance improves as the amount of air creatures in play increases. It's safe to say this creature will be the star of any air book.


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.


Lightning Dragon Rare Air
ST:50 HP:50 MHP:50 G:80+AirAir
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Armor
Attacks First / Secret Art (60G): HP-20 to target Water or Earth creature.
Flavor

A wind dragon with the power of lightning. It can send its bolts to destroy both earth and sea alike.

Explanation

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

Advice

A dragon with high cost, but undeniable power. Its Secret Art lets it damage water and earth element creatures remotely.


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.


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.


Samhain Rare Air
ST:20 HP:40 MHP:40 G:50+Card
Synthesis: Enchant Spells (ST+20). / Battle End: Opponent's MHP- (this creature's Base ST).
Flavor

Reaper with a pumpkin head. It tries to harvest its victims' souls with its scythe. Even if they block the scythe, the reaper takes its toll nonetheless.

Explanation

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

Advice

Its Battle End effect is able to reduce the enemy's MHP, possibly even to 0. With Synthesis, its Battle End ability becomes even more effective.


Scolopendra Rare Air
ST:30 HP:40 MHP:40 G:50+Card
Item Limit: Cannot use Scrolls
Synthesis: Water (Evolves into Deep-Sea Dragon). / Attack Bonus: Adds "Poison" Enchant.
Flavor

A large centipede with deadly poison and a mysterious power. When it obtains enough water energy, it molts and becomes a giant dragon.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Deep-Sea Dragon = Water / ST:50 / HP:50
Poison Enchant = At end of battle, HP decreases by 1/2 of MHP.

Advice

Even if it can't defeat its opponent with its attack, its poison may finish them off. Once it's become a dragon, it has a powerful scroll attack when unarmed.


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.


Tetrarm Rare Air
ST:20 HP:30 MHP:30 G:50+Air
Attacks Twice.
Flavor

Statue with four arms and a wicked heart. It attacks relentlessly with swords and curses.

Advice

You can take the most advantage of its ability to attack twice by equipping it with a powerful weapon.


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.


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.


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 Armor Rare Armor
G:70
HP+ (Number of user's FireEarth territories x20).
Flavor

Armor imbued with the power of magma. It gains power from fire and earth lands to become even stronger.

Advice

Increases HP based on how many territories you own. It's possible to gain enough HP with this to be invincible in battle.


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).


Murasame Rare Weapon
G:80
ST+20 / Disables opponent's Neutralizes and Reflects abilities.
Flavor

A legendary sword made by a master artisan. It has a blade so sharp, it can cut through anything.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Reflects = Reflects attack to opponent, does not receive any damage.

Advice

This weapon is able to blow through both the Neutralizes and Reflects abilities, ensuring your rage reaches your foe.


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.


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.


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.


Storm Armor Rare Armor
G:70
HP+ (Number of user's AirWater territories x20).
Flavor

Armor imbued with the power of a storm. It gains power from water and air lands to become even stronger.

Advice

Increases HP based on how many territories you own. It's possible to gain enough HP with this to be invincible in battle.


Stormcauser Rare Weapon
G:55
ST+60 / HP-30
Flavor

Magical sword that calls a storm. It provides great power to its user, but eats away at their soul.

Advice

This weapon gives the highest ST bonus of any weapon. Use it to topple the toughest creatures.


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.


Topaz Amulet Rare Tool
G:50
Instant Death: 60% against Fire and Air creatures. / Neutralizes: FireAir
Flavor

Topaz amulet that borrows power from the elemental gods of this world. It grants complete mastery over the fire & air elements.

Explanation

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

Advice

This tool works extremely well against specific elements. If you can anticipate your foe's book, this can be a game changer.


Turquoise Amulet Rare Tool
G:50
Instant Death: 60% against Water and Earth creatures. / Neutralizes: WaterEarth
Flavor

Turquoise amulet that borrows power from the elemental gods of this world. It grants complete mastery over the water & earth elements.

Explanation

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

Advice

This tool works extremely well against specific elements. If you can anticipate your foe's book, this can be a game changer.


Vorpal Sword Rare Weapon
G:60
ST+30 / Critical Hit: Creatures with MHP of 40 and up.
Flavor

A dragon-slaying sword that is said to have been used by the legendary white knight to defeat a giant dragon.

Explanation

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

Advice

Its ST is mediocre, but the range of things it can get a critical hit on is large. It's expensive, but it's worth it.


Warlock's Disk Rare Tool
G:110
In Battle: Disables all effects and abilities. (Activates first.)
Flavor

A disk created by an artificer that absorbs all magic in a room when thrown.

Advice

A tool that cancels out any unexpected abilities in battle. Use it when you want a simple contest of strength without any trickery.


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

Multi-Instant Spells


Alarm Rare Multi-Instant
G:70
Removes Fatigued from all creatures owned by the user.
Flavor

A horn that echoes around the world. Its booming sound reverberates through creatures to wake them up and boost their morale.

Advice

A highly important spell for any book, but especially one focused on using Secret Arts.


Asteroid Rare Instant
G:100+Card
Lowers target territory's level by 1. / Synthesis: Asteroid (Changes effect to "Target territory's level becomes 1.")
Flavor

Calls down asteroids wandering the cosmos to crush the land below. If many are called down at once, they obliterate the land in a fiery onslaught.

Explanation

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

Advice

Using this card's Synthesis ability requires having 2 copies of it in your hand, but turns it into a powerful spell that can win you the match.


Bright World Rare Global
G:70
Adds "No Conditions" Enchant to the world. (For 6 rounds, all conditions and all costs besides magic are ignored when placing a creature.)
Flavor

Fills the world with spiritual power. It allows even the biggest of creatures to manifest with ease.

Advice

A global enchantment that lets all Cepters ignore all summon conditions. Lets powerful creatures flood the field.


Dark World Rare Global
G:70
Adds "Anti-Spell" Enchant to the world. (For 6 rounds, all creatures with an Enchant cannot be targeted by spells.)
Flavor

Covers the world in magical darkness, causing enchantments to consume the energy of other spells.

Advice

A global enchantment that gives Anti-Spell to all creatures with an enchantment. It's effective against Cepters that use attack spells.


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.


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.


Erosion Rare Multi-Instant
G:40+Card
If target Cepter has 2 or more of the same card in their hand, those cards are destroyed. / Synthesis: Spells (Changes target to "all Cepters.")
Flavor

A corrosion that takes root when multiple cards of the same type are packed together. This corrosion will eat away at a card and all its copies.

Explanation

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

Advice

A useful spell when the opponent uses the same cards multiple times. Although the timing is tricky, you can expect good results from this card.


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.


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!


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.


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.


Peace Rare Enchant
G:70
Adds "Peace" Enchant to target creature. (Cannot be invaded, and toll becomes 0G.)
Flavor

An enchantment that causes all living things that approach to forget conflict and strife.

Advice

A spell to protect your creature from invasions. You can also put it on the enemy's most expensive territory, so they won't be able to charge tolls.


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.


Quicksand Rare Enchant
G:100
Adds "Force Stop" Enchant to target creature. (The next Cepter who tries to pass this creature within 2 rounds must stop here.)
Flavor

Conjures a field of quicksand around a creature. It sucks in the feet of anyone trying to pass, forcing them to stop.

Explanation

"Force Stop" Enchant will not activate or be consumed if a Cepter lands directly on this territory.

Advice

Use this on a high level territory to force enemy Cepters to stop on it. The cost is high, but the results are worth it.


Sense of Wild Rare Instant
G:80
User draws a card. If the drawn card is a creature, it is summoned to a random vacant land.
Flavor

In order to make the most of this spell, a Cepter must sharpen their sixth sense.

Explanation

If there are no empty lands, the Creature Card is added to the user's hand.

Advice

A spell that places creatures randomly. For books that have more creatures, it's a very useful spell.


Shining Geyser Rare Instant
G:100+Card
HP-30 to target enemy creature. / Synthesis: Instant Spells (Changes effect to "HP-40.")
Flavor

Intense light erupts from a territory, dealing huge damage to creatures. Sacrificing another spell to fuel this card's power increases the light's intensity.

Explanation

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

Advice

The cost is high, but the spell gives huge damage to an enemy creature. If you use the Synthesis ability, the damage will increase.


Solid World Rare Global
G:70
Adds "Land Protection" Enchant to the world. (For 6 rounds, lands cannot have their level lowered and their element cannot be changed by spells.)
Flavor

Stretches an invisible barrier over the world. Lands under this barrier's protection cannot be destroyed or transformed by unnatural means.

Advice

A spell that won't allow players to weaken any lands. When you're winning a match, it's best to use this to secure your advantage.


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.


Subsidence Rare Instant
G:100+Card
Lowers level of target enemy Cepter's highest level territory by 1. / Synthesis: Subsidence (Changes target to "all Cepters.").
Flavor

Converts magical energy in a territory into gravity to crush the land. Using two of these cards at once causes gravity spikes all over the map.

Explanation

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

Advice

A spell that lowers the level of an enemy territory. It'll be difficult, but try collecting two of this card for its Synthesis ability.


Temptation Rare Instant
G:70+Card
Use target creature's Secret Art.
Flavor

Beguiles an enemy creature, allowing you to use its skills for yourself.

Explanation

Usable even when target creature is Fatigued. No cost needs to be paid for the Secret Art being used as a result of this spell.

Advice

A spell that allows you to use a creature's Secret Art. It can be used on Fatigued creatures, and is very powerful.


Thrust Blow Rare Instant
G:70
Moves target creature to adjacent vacant territory.
Flavor

Disrupts atmospheric pressure to create an intense wind that blows creatures away to a completely different land.

Advice

Moves enemy creatures to another space to break their land effect or chain. Since it moves them to vacant lands, it won't cause battles.


Last Updated on Monday, 29 January 2024 12:21

Card of the Moment

General Guan Revolt
ST:30 HP:40 MHP:40
G:65+
Item Limit:
Attacks First / In Battle: ST+ (Number of creatures with MHP of 50 and up x5).

Culdcept Revolt

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