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Complete Card List

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


Archbishop Normal Neutral
ST:30 HP:30 MHP:30 G:50
Immune to Destroy Item and Steal Item effects / Vigorous / Secret Art (30G): Removes Enchant from target creature. (Ignores Anti-Spell.)
Flavor

An archbishop who borrows power from the gods to remove curses cast on living things and even bless the land itself.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Secret Art = Used as a Spell in the Spell Phase.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.

Advice

Has a Secret Art to remove enchantments, and the Vigorous ability allows it to use its Secret Art every turn.


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.


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.


Bandit Normal Neutral
ST:20 HP:20 MHP:20 G:20
Support: All / Attack Bonus: Steals (damage dealt x2)G from opponent.
Flavor

A bandit who wanders the roads attacking passing Cepters. Steals not only money, but magic as well.

Explanation

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

Advice

If you use a powerful creature as support, you'll be able to steal a lot of magic with this creature.


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

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

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.

Advice

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


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.


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

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

Explanation

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

Advice

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


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

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

Advice

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


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.


Fighter Normal Neutral
ST:40 HP:40 MHP:40 G:30
Flavor

Mercenaries that fight for coin. With the world in constant turmoil, they are a common sight.

Advice

Has high performance for a low cost. However, since it's neutral element, it can't gain the land effect bonus while defending.


Goblin Normal Neutral
ST:20 HP:30 MHP:30 G:0
Flavor

A terrible little imp. It tends to group up and attack lone travelers wandering the roads at night.

Advice

The cost to summon them is 0, so use them freely. However, they have generally poor performance in battle.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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.


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.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Legendary Pharos Rare Neutral
ST:40 HP:50 MHP:50 G:50+Card
Item Limit: Cannot use Armor
Defensive / Does not receive lap recovery / Secret Art (80G): Summons Statue to all adjacent lands.
Flavor

A magical lighthouse of legend. Any boulders its light falls upon gain life and become its watchmen.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Statue = Neutral / ST:0 / HP:50

Advice

Can claim nearby empty lands for you with its Secret Art. Best used at the beginning of a match. Its cost may be high, but it's definitely worth it.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Living Bomb Rare Neutral
ST:10 HP:30 MHP:30 G:60
Item Creature / Battle End: Destroys opponent and self if your creature has 20 or less HP left.
Flavor

A living bomb that detonates itself after receiving a large impact.

Explanation

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

Advice

A creature that can also be used as an item, too. When it's near death, it explodes and takes its opponent down with it.


Living Glove Rare Neutral
ST:0 HP:30 MHP:30 G:70
Item Creature / In Battle: ST&HP=(Number of creatures in play with a different element from this creature x5).
Flavor

A living glove that generates power in the presence of different elemental energies.

Explanation

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

Advice

If this card is used as a creature or equipped to a neutral creature, it will generate more ST & HP than it would if used by an elemental creature.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Nil-Vana Rare Neutral
ST:40 HP:40 MHP:40 G:70+Card
Support: Neutral / Attacks First / Secret Art (100G): HP-20 to all creatures with an Enchant on them.
Flavor

An incarnation of nihilism. Its strength in battle is clear and the destructive power of its secret skill is feared by all.

Explanation

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

Advice

A creature perfect for invasions that has both Support and Attacks First. Its Secret Art can damage all creatures that are enchanted.


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.


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.


Shadowgeist Rare Neutral
ST:40 HP:30 MHP:30 G:60
Attacks First / Vigorous / Attack Bonus: Opponent's ST=0.
Flavor

A shadow demon that strikes suddenly and steals the power of its victims before vanishing into the darkness.

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

Advice

This creature's abilities let it disable its foe in invasions and defense. It can also constantly use Move Creature to roam the map & invade.


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.


Skeleton Normal Neutral
ST:30 HP:40 MHP:40 G:30
Regenerates
Flavor

A skeleton manipulated by magic. Even if it's damaged, it will just reform over and over. The only way to defeat it is to shatter it to pieces.

Explanation

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

Advice

Has average combat performance, but its Regenerates ability ensures it remains at full health between battles.


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.


Statue Normal Neutral
ST:0 HP:50 MHP:50 G:10
Item Limit: Cannot use Weapons Cannot use Armor Cannot use Scrolls
Defensive / Does not receive lap recovery.
Flavor

A statue in the shape of a creature. This is the eternal end faced by all those who are petrified.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

Has high HP, but it won't heal when you complete a lap like other creatures do. You're best off Exchanging it as soon as it's damaged.


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.


Stone Jizo Rare Neutral
ST:10 HP:30 MHP:30 G:50
Item Limit: Cannot use Weapons Cannot use Armor
Defensive / Anti-Spell / Secret Art (100G): Transforms targeted territory into a Multi-Element land, then is destroyed.
Flavor

A stone statue with a serene expression. However, it has great power over the land and will sacrifice itself to unleash its power.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
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.

Advice

Is able to change any land to a multi-element land with its Secret Art. Best used to break enemy chains, but can only be used once.


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.


Neutral Special Neutral Creatures


Androgear Extra Neutral
ST:60 HP:60 MHP:60 G:250+Card
Support: Neutral / Attacks First / Transforms into Gearion if Beast Gear is used as support / Neutralizes: Scroll Attacks
Flavor

The combined form of Sky Gear and Ground Gear, this machine has all the abilities of both its components.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Beast Gear = Neutral / ST:30 / HP:30 Gearion = Neutral / ST:80 / HP:80
Attacks First = Attacks first in a battle, even when defending.
Neutralizes = Does not receive damage from opponent during battle.
Cannot be added to your library of cards.

Advice

Two Gears combined into one. It has overwhelming power. However, it is a Cepter's calling to aim even higher...


Gearion Extra Neutral
ST:80 HP:80 MHP:80 G:300+Card
Attacks First / Neutralizes: Scroll Attacks / Anti-Spell
Flavor

A living machine formed from the ultimate fusion. Three machines have become one invincible being.

Explanation

Attacks First = Attacks first in a battle, even when defending.
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.
Cannot be added to your library of cards.

Advice

The ultimate Neutral creature formed by three different Gears and a Cepter's passion.


Neutral Neutral Evo Cards

The Evo Card Primer has more detailed information on these creatures.


Puppy Dragon Extra Neutral
ST:0-55 HP:5-45 ST+HP<=60 G:(varies)
(abilities vary)
Flavor

A newborn dragon. Its small body is not yet ready for battle, but its potential is immense.

Advice

Newborn dragons have no strength. However, it holds infinite possibilities.


Young Dragon Extra Neutral
ST:0-65 HP:5-65 50<=ST+HP<=100 G:(varies)
(abilities vary)
Flavor

A young dragon that has begun to show the characteristics of the dragon tribe. Its body has started developing for fighting. It dreams of the day it's an adult.

Advice

Although it's young and inexperienced, it is already showing its innate powers. It's intimidating, but caring for it is worth the effort.


Massive Dragon Extra Neutral
ST:0-35 HP:60-80 70<=ST+HP<=90 G:(varies)
(abilities vary)
Flavor

A giant dragon with a sturdy body. It defends its territory with its solid frame and its thick scales repel all attacks.

Advice

An especially territorial dragon. It has been bred to protect its land and has excellent defensive capabilities.


Assault Dragon Extra Neutral
ST:60-80 HP:5-35 70<=ST+HP<=110 G:(varies)
(abilities vary)
Flavor

A dragon bred for assaults. With its sharp claws and fangs, it shows its great power when invading other creatures' territory.

Advice

Especially aggressive, even for a fully grown dragon. Bred to fight, it has overwhelming offensive capability.


Massive Dragon Super Extra Neutral
ST:30-55 HP:70-80 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A giant dragon with scales as strong as steel. Its massive body makes it able to withstand attacks, but leaves it slow and ill-suited to invading.

Advice

As the Massive Dragon matures, it grows into the ultimate Massive Dragon.


Assault Dragon Super Extra Neutral
ST:70-80 HP:30-55 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A powerful dragon bred for assaults. Its power has been pushed to the limit. However, because it's so focused on attacking, its body is fragile

Advice

As the Assault Dragon matures, it grows into the ultimate Assault Dragon.


Great Dragon Extra Neutral
ST:40-75 HP:40-75 100<=ST+HP<=140 G:(varies)
(abilities vary)
Flavor

A dragon that has grown to an impressive size. Both strong and tough, it is very capable in combat.

Advice

A fully grown dragon of impressive size. It is a reliable partner. Proof of the care its caretaker put into raising it.


Great Dragon Super Extra Neutral
ST:60-80 HP:60-80 140<=ST+HP G:(varies)
(abilities vary)
Flavor

A fully-grown dragon with even greater power. Even stronger and tougher, but it uses more magic to maintain its immense body.

Advice

On top of its impressive strength, this dragon also has vast experience. Has an overwhelming presence, and demands dignity from its user.


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

Fire Fire Creatures


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

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

Explanation

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

Advice

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


Angry Mob Rare Fire
ST:20 HP:30 MHP:30 G:50+Fire
In Battle: Quickly tap the A Button to increase ST. If ST is raised above 100 in this way, it becomes 10.
Flavor

An angry, disorganized rabble. They become stronger as they whip each other into a frenzy, but if they become too angry, they start to turn on each other.

Advice

It's difficult to obtain the highest amount of ST possible with this card's effect, but with a bit of practice, you can use it and save on item use.


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.


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

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

Explanation

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

Advice

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


Burnacle Normal Fire
ST:30 HP:60 MHP:60 G:70
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Scrolls
Defensive / Secret Art (50G): Adds "Blind" Enchant to target enemy creature. (Toll fees are halved.)
Flavor

A colony of fiery barnacles that belch out smoke. Their thick smoke can blanket an entire territory, making it difficult to catch intruders.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Blind Enchant = Toll fee is halved.

Advice

A basic Defensive creature. It can use its Secret Art to lower the tolls your opponent's creatures take.


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.


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.


Chimera Normal Fire
ST:30 HP:50 MHP:50 G:80+Fire
Item Limit: Cannot use Scrolls
Attacks First / ST+10 each time user receives a lap bonus (up to a max of 100).
Flavor

An artificial creature created by a wizard. Its body has not yet fully formed, but with time, it will become monstrously powerful.

Explanation

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

Advice

Its ST increases as you make more laps. If you place it at the beginning of a match, it will become your strongest creature.


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

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

Explanation

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

Advice

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


Creeping Flame Normal Fire
ST:30 HP:50 MHP:50 G:55
Item Limit: Cannot use Armor Cannot use Scrolls
Defensive / Secret Art (30G): Moves to a neighboring land.
Flavor

A bonfire made of angry spirits. Normally a violent pillar of flame, once it's given a target, it will charge towards it as a chaotic firestorm.

Explanation

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

Advice

A rare Defensive creature that can move by using its Secret Art.


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

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

Explanation

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

Advice

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


Death Leech Rare Fire
ST:20 HP:20 MHP:20 G:20+Fire
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Armor Cannot use Scrolls
Secret Art (80G): Destroy target creature that is Fatigued and not at maximum HP and move to its territory.
Flavor

A massive, mutant leech. Always hunting for prey, it lurks around swamps. When it smells a creature's blood, it leaps on it and drains it dry in an instant.

Explanation

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

Advice

A creature with a Secret Art ability that steals territories from enemies that are injured and Fatigued. It can easily claim even the toughest territories.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Fay Normal Fire
ST:20 HP:40 MHP:40 G:70
Scroll Critical Hit / Secret Art (50G): ST+20 to target creature (up to a max of 100).
Flavor

A beautiful witch who grants magical boons to valiant knights who earn her favor.

Explanation

Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase.
Changes to the Base ST last until the creature reverts to a card.

Advice

It has a Secret Art that increases ST. Use it to strengthen creatures you're planning to use for Move Invasions.


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.


Flame Duke Rare Fire
ST:50 HP:50 MHP:50 G:60+FireFire
Attacks First / Critical Hit: When equipped with a weapon. / Battle End: Recycles equipped items to user's book.
Flavor

A messenger of the Fire God. In the Fire God's absence, he acts as a surrogate and gives power to the spirits of fire.

Explanation

Attacks First = Attacks first in a battle.
Critical Hit = Deals 1.5 times more damage to the opponent.
Recycles = After it is used, the card returns to the user's hand or book.

Advice

A heavyweight creature with top-tier stats and abilities. It costs a lot to summon, but is a champion among attackers.


Gas Cloud Normal Fire
ST:30 HP:30 MHP:30 G:45
Item Limit: Cannot use Armor
Neutralizes: 1/2 of damage received from Normal Attacks.
Flavor

A creature made entirely of smoke. Mundane attacks will simply pass through its intangible body.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

It can cut the enemy's attack in half. Because of that, it's useful for both attack and defense.


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

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

Explanation

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

Advice

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


Gladiator Normal Fire
ST:40 HP:40 MHP:40 G:75
Item Limit: Cannot use Armor Cannot use Scrolls
Critical Hit: FireWaterEarthAir
Flavor

A swordsman of formidable skill who is always training and seeking new opponents. His honed blade always seems to find his enemy's weak spots.

Explanation

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

Advice

A powerful creature that can inflict a critical hit on almost any opponent. However, it can't use armor, so its ability to defend is limited.


Hell Pyron Rare Fire
ST:70 HP:60 MHP:60 G:80+FireFire+Card
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Tools
Boost: ST+10 to Fire & Earth creatures. / Secret Art (30G): User gains (# of creatures destroyed x30)G, then number is reset.
Flavor

A tremendously powerful devil made of flames. As an overseer of hell, the fate of the souls of the damned are in its hands.

Explanation

Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Secret Art = Used as a Spell in the Spell Phase.
"Creatures destroyed" only applies to summoned creatures that were destroyed after this creature was placed.

Advice

It boosts the ST of all fire and earth creatures in play (not just yours). Its ability values are high, but so is its cost, so it's difficult to summon.


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

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

Explanation

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

Advice

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


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

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

Advice

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


King Varan Normal Fire
ST:60 HP:50 MHP:50 G:100
Item Limit: Cannot use Scrolls
Flavor

King of the lizards. It has no need for special abilities, as its powerful body and razor-sharp fangs can destroy most anything that stands against it.

Advice

A creature with high ST suited for invading. Invasions can be made from your hand or by using Move Creature.


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.


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.


Minotaur Normal Fire
ST:40 HP:40 MHP:40 G:60
Flavor

An ancient creature that is half man, half bull. It stalks its prey and devours it whole. It is feared far and wide.

Advice

A balanced, easy to use creature with solid base stats.


Mushussu Rare Fire
ST:40 HP:50 MHP:50 G:70+Fire
Item Limit: Cannot use Scrolls
Synergy: Earth (ST+20, HP+10). / Critical Hit: FireEarth
Flavor

A small species of dragon. They have a snake's head, a lion's body, an eagle's feet, and a scorpion's tail. They are known as guardians of the Earth Temple.

Explanation

Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

It has high basic ability values to begin with, but when its Synergy and Critical Hit abilities are triggered, it can become extremely powerful.


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.


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.


Phlogiston Normal Fire
ST:30 HP:30 MHP:30 G:35
Critical Hit: Creatures with MHP of 40 and under.
Flavor

Tiny fire spirits that usually float about peacefully. When provoked, they become enraged and torch their surroundings to nothing but ash.

Explanation

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

Advice

Has Critical Hit, the signature ability of the fire element. This creature can do x1.5 times the damage against the enemies its effect targets.


Phoenix Normal Fire
ST:40 HP:30 MHP:30 G:40
Item Limit: Cannot use Scrolls
Upon Defeat: Returns to user's hand.
Flavor

An immortal bird with a body of flames. When it dies, its body burns away and a new Phoenix is born from the ashes.

Explanation

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

Advice

It doesn't have high base stats, but if it's defeated, it will return to your hand. Use it to invade aggressively and don't worry about it dying.


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.


Red Ogre Normal Fire
ST:40 HP:50 MHP:50 G:80
Flavor

A member of the ogre tribe, which are strong, but not very bright. Its body color is red and it prefers to live in far-off mountains.

Advice

Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Sulfurous Balloon Rare Fire
ST:10 HP:40 MHP:40 G:20+Fire
Item Limit: Cannot use Scrolls
Upon Defeat: HP-40 to opponent.
Flavor

Spheres filled with poison gas. When ruptured, they explode and spread clouds of poison everywhere.

Explanation

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

Advice

The damage this creature deals when it's defeated ignores the land effect, so you can use it to wipe out even heavyweight creatures in highly fortified territories.


Tiamat Rare Fire
ST:60 HP:60 MHP:60 G:110+FireFire
Attacks First / Critical Hit: WaterAir / Upon Victory: Changes battle territory to a Fire land.
Flavor

The dragon god of fire. Its flames breed chaos and destruction all over the world. All lands it invades are burnt to cinders and made part of its fiery kingdom.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

A heavyweight creature with top-tier stats and abilities. Changes all lands in which it wins a battle into fire lands, so it's good for invading anywhere.


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.


Fire Special Fire Creatures


Armed Paladin Extra Fire
ST:0 HP:50 MHP:50 G:200+FireFire
In Battle: ST= (number of Fire & Earth creatures in play x10). / Neutralizes: Scroll Attacks
Flavor

A Holy Knight wearing a sacred suit of armor with a strong resistance to magic. His armor is proof of his honor and the trust his liege has for him.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Cannot be added to your library of cards.

Advice

A powerful creature that grows stronger as more fire and earth creatures are placed. The evolution of a Knight-errant.


Fire Fire Evo Cards

The Evo Card Primer has more detailed information on these creatures.


Puppy Dragon Extra Fire
ST:0-55 HP:5-45 ST+HP<=60 G:(varies)
(abilities vary)
Flavor

A newborn dragon. Its small body is not yet ready for battle, but its potential is immense.

Advice

Newborn dragons have no strength. However, it holds infinite possibilities.


Young Dragon Extra Fire
ST:0-65 HP:5-65 50<=ST+HP<=100 G:(varies)
(abilities vary)
Flavor

A young dragon that has begun to show the characteristics of the dragon tribe. Its body has started developing for fighting. It dreams of the day it's an adult.

Advice

Although it's young and inexperienced, it is already showing its innate powers. It's intimidating, but caring for it is worth the effort.


Massive Dragon Extra Fire
ST:0-35 HP:60-80 70<=ST+HP<=90 G:(varies)
(abilities vary)
Flavor

A giant dragon with a sturdy body. It defends its territory with its solid frame and its thick scales repel all attacks.

Advice

An especially territorial dragon. It has been bred to protect its land and has excellent defensive capabilities.


Assault Dragon Extra Fire
ST:60-80 HP:5-35 70<=ST+HP<=110 G:(varies)
(abilities vary)
Flavor

A dragon bred for assaults. With its sharp claws and fangs, it shows its great power when invading other creatures' territory.

Advice

Especially aggressive, even for a fully grown dragon. Bred to fight, it has overwhelming offensive capability.


Massive Dragon Super Extra Fire
ST:30-55 HP:70-80 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A giant dragon with scales as strong as steel. Its massive body makes it able to withstand attacks, but leaves it slow and ill-suited to invading.

Advice

As the Massive Dragon matures, it grows into the ultimate Massive Dragon.


Assault Dragon Super Extra Fire
ST:70-80 HP:30-55 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A powerful dragon bred for assaults. Its power has been pushed to the limit. However, because it's so focused on attacking, its body is fragile.

Advice

As the Assault Dragon matures, it grows into the ultimate Assault Dragon.


Great Dragon Extra Fire
ST:40-75 HP:40-75 100<=ST+HP<=140 G:(varies)
(abilities vary)
Flavor

A dragon that has grown to an impressive size. Both strong and tough, it is very capable in combat.

Advice

A fully grown dragon of impressive size. It is a reliable partner. Proof of the care its caretaker put into raising it.


Great Dragon Super Extra Fire
ST:60-80 HP:60-80 140<=ST+HP G:(varies)
(abilities vary)
Flavor

A fully-grown dragon with even greater power. Even stronger and tougher, but it uses more magic to maintain its immense body.

Advice

On top of its impressive strength, this dragon also has vast experience. Has an overwhelming presence, and demands dignity from its user.


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.


Amazon Normal Water
ST:40 HP:40 MHP:40 G:70
Attack Bonus: Steals (user's lap number x30)G from enemy Cepter if this creature is not equipped with an item.
Flavor

A member of an all-female tribe. Their battle prowess surpasses that of most men. They're excellent hunters known to even steal magic.

Advice

The more laps you've completed, the more magic it can steal. However, its ability values are somewhat limited if it's not using a weapon.


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

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

Advice

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


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

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

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

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


Aqua Duke Rare Water
ST:50 HP:50 MHP:50 G:60+WaterWater
Neutralizes: Normal Attacks when equipped with armor. / Support: Water / HP and MHP cannot be altered by spells.
Flavor

A messenger of the Water God. In the Water God's absence, he acts as a surrogate and gives power to the spirits of water.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Neutralizes = Does not receive damage from opponent during battle.

Advice

A heavyweight creature with top-tier stats and abilities. It costs a lot to summon, but is a champion among defenders.


Aquahorn Normal Water
ST:50 HP:30 MHP:30 G:70
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Scrolls
Neutralizes: WaterEarth / Secret Art (30G): Transforms into Mistwing.
Flavor

An oceanic creature with a single large horn. Master of both land and sea. When it senses danger, it swims to the surface and transforms.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase. Mistwing = Water / ST:30 / HP:40

Advice

This creature's Secret Art lets it swap between two forms. Each form Neutralizes different elements, so use whichever is best for the match.


Aqualing Normal Water
ST:20 HP:30 MHP:30 G:40
Neutralizes: Creatures with MHP of 30 and under.
Flavor

A water-dwelling fairy. It absorbs water into its body and dodges enemy attacks. Attacking this fairy is just as difficult as slicing water.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

Has Neutralizes, the signature ability of the water element. Has low stats, but is able to completely block certain attacks.


Bahamut Rare Water
ST:60 HP:60 MHP:60 G:110+WaterWater
Attacks First / Upon Victory: Changes battle territory to a Water land. / Regenerates
Flavor

The dragon god of water. Although it looks like a giant fish, it has the power of a god. All lands it conquers become part of its vast ocean domain.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Regenerates = If not killed, HP returns to full after battle.

Advice

A heavyweight creature with top-tier stats and abilities. Changes all lands in which it wins a battle into water lands, so it's good for invading anywhere.


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

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

Explanation

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

Advice

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


Blue Ogre Normal Water
ST:40 HP:50 MHP:50 G:80
Flavor

A member of the ogre tribe, which are strong, but not very bright. Its body color is blue and it prefers to live near large bodies of water.

Advice

Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.


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.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

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


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

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

Explanation

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

Advice

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


Giant Eel Normal Water
ST:30 HP:50 MHP:50 G:60+Water
Item Limit: Cannot use Scrolls
Neutralizes: EarthAir
Flavor

Usually found at the bottom of the sea, this colossal eel will surface to attack boats. Because most attacks slip off its slimy body, few can defeat it.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

A creature with high HP. It has the Neutralizes ability to negate damage from certain enemies. It's useful for defending territories.


Giant Nautilus Normal Water
ST:10 HP:70 MHP:70 G:80
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Weapons Cannot use Scrolls
Flavor

An enormous nautilus. It has a gentle nature and has been living quietly in the ocean for hundreds of years. It is sometimes mistaken for an island.

Advice

It has extremely high HP. However, its ST is very low and it cannot use weapons, so it's best used for taking a vacant land.


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.


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.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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.


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

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Advice

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


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.


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.


Lizardman Normal Water
ST:30 HP:40 MHP:40 G:70
Attacks First
Flavor

Part man, part lizard, this creature can camouflage itself with its surroundings. Any invaders to its territory are met with a swift ambush.

Explanation

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

Advice

Its Attacks First ability paired with a good weapon can let it defeat invaders before they even get a chance to strike.


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.


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.


Mistwing Normal Water
ST:30 HP:40 MHP:40 G:70
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Scrolls
Neutralizes: FireAir / Secret Art (30G): Transforms into Aquahorn.
Flavor

A creature with the form of a manta ray that flies through the air. Master of the sun and sky, when it senses danger, it dives underwater and transforms.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase.
Aquahorn = Water / ST:50 / HP:30

Advice

This creature's Secret Art lets it swap between two forms. Each form Neutralizes different elements, so use whichever is best for the match.


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

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

Explanation

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

Advice

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


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

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

Advice

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


Odontotyrannus Rare Water
ST:50 HP:50 MHP:50 G:70+Water
Item Limit: Cannot use Scrolls
Synergy: Air (ST+20, HP+10)
Flavor

A horned river monster. When it catches its prey's scent on the wind, it flies into a frenzy that will not subside until it has found and killed its prey.

Explanation

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

Advice

It has high basic stats, and when its Synergy ability increases them even further, it can become a powerful invader.


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.


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.


Rune Adept Rare Water
ST:20 HP:20 MHP:20 G:50+Water
Item Limit: Cannot use Weapons Cannot use Armor
Scroll Critical Hit / Anti-Spell / Secret Art (100G): Uses the effect of a Instant card in user's hand.
Flavor

A master of forbidden magic. After many years of research, he developed a method to harness a card's power without consuming it.

Explanation

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

Advice

Its Secret Art lets you cast a Spell Card from your hand for a flat cost without using up the card. Find the right spells to use with this and go wild!


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.


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.


Swamp Spawn Rare Water
ST:20 HP:40 MHP:40 G:20
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Weapons Cannot use Scrolls
Defensive / Secret Art (50G): Adds "Dice 1-3" Enchant to target Cepter. (Makes the next dice roll 1 to 3.)
Flavor

A creature born in the murky depths of a swamp. It ensnares Cepters with its long tentacles and drags them down into the depths.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Dice 1-3 Enchant = Makes your next dice roll 1-3.

Advice

Its Secret Art controls the dice. It's useful for forcing enemy Cepters into your territory, but also good when you want to stop at a certain land.


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

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

Explanation

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

Advice

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


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.


Undine Normal Water
ST:30 HP:30 MHP:30 G:55
Item Limit: Cannot use Armor
In Battle: HP=(number of user's Water territories x20). / Neutralizes: Water
Flavor

A spirit that effortlessly controls the power of water. It becomes stronger as it absorbs more water energy and any water attack against it will fail to hit its mark.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

Its HP increases depending on the number of water territories you have. That plus its Neutralizes ability makes it a good defender.


Vigilante Rare Water
ST:20 HP:30 MHP:30 G:50+Water
In Battle: Quickly tap the A Button to increase HP. If HP is raised above 100 in this way, it becomes 10.
Flavor

A group of vigilantes sworn to protect their city. They become more powerful as their blood boils. However, if they get too hot-blooded, they pass out.

Advice

It's difficult to obtain the highest amount of HP possible with this card's effect, but with a bit of practice, you can use it and save on item use.


Wall of Ice Normal Water
ST:0 HP:40 MHP:40 G:25
Item Limit: Cannot use Armor Cannot use Scrolls
Defensive / In Battle: HP+20
Flavor

A wall made of ice. Even after it's summoned, it stays frozen due to the frigid winds surrounding it. It will never melt naturally.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

The temporary HP it gets during battle make it a great defender, but means it's more vulnerable to damaging spells than other walls.


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.


Water Water Evo Cards

The Evo Card Primer has more detailed information on these creatures.


Puppy Dragon Extra Water
ST:0-55 HP:5-45 ST+HP<=60 G:(varies)
(abilities vary)
Flavor

A newborn dragon. Its small body is not yet ready for battle, but its potential is immense.

Advice

Newborn dragons have no strength. However, it holds infinite possibilities.


Young Dragon Extra Water
ST:0-65 HP:5-65 50<=ST+HP<=100 G:(varies)
(abilities vary)
Flavor

A young dragon that has begun to show the characteristics of the dragon tribe. Its body has started developing for fighting. It dreams of the day it's an adult.

Advice

Although it's young and inexperienced, it is already showing its innate powers. It's intimidating, but caring for it is worth the effort.


Massive Dragon Extra Water
ST:0-35 HP:60-80 70<=ST+HP<=90 G:(varies)
(abilities vary)
Flavor

A giant dragon with a sturdy body. It defends its territory with its solid frame and its thick scales repel all attacks.

Advice

An especially territorial dragon. It has been bred to protect its land and has excellent defensive capabilities.


Assault Dragon Extra Water
ST:60-80 HP:5-35 70<=ST+HP<=110 G:(varies)
(abilities vary)
Flavor

A dragon bred for assaults. With its sharp claws and fangs, it shows its great power when invading other creatures' territory.

Advice

Especially aggressive, even for a fully grown dragon. Bred to fight, it has overwhelming offensive capability.


Massive Dragon Super Extra Water
ST:30-55 HP:70-80 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A giant dragon with scales as strong as steel. Its massive body makes it able to withstand attacks, but leaves it slow and ill-suited to invading.

Advice

As the Massive Dragon matures, it grows into the ultimate Massive Dragon.


Assault Dragon Super Extra Water
ST:70-80 HP:30-55 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A powerful dragon bred for assaults. Its power has been pushed to the limit. However, because it's so focused on attacking, its body is fragile.

Advice

As the Assault Dragon matures, it grows into the ultimate Assault Dragon.


Great Dragon Extra Water
ST:40-75 HP:40-75 100<=ST+HP<=140 G:(varies)
(abilities vary)
Flavor

A dragon that has grown to an impressive size. Both strong and tough, it is very capable in combat.

Advice

A fully grown dragon of impressive size. It is a reliable partner. Proof of the care its caretaker put into raising it.


Great Dragon Super Extra Water
ST:60-80 HP:60-80 140<=ST+HP G:(varies)
(abilities vary)
Flavor

A fully-grown dragon with even greater power. Even stronger and tougher, but it uses more magic to maintain its immense body.

Advice

On top of its impressive strength, this dragon also has vast experience. Has an overwhelming presence, and demands dignity from its user.


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

Earth Earth Creatures


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

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

Explanation

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

Advice

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


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.


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.


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.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Dragon Zombie Normal Earth
ST:40 HP:60 MHP:60 G:85
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Armor
Flavor

A dragon that revived as a corpse. Its power and stamina are the same as when it was alive, but it has lost its special abilities.

Advice

Has high HP and is a reliable defender. However, its cost is high and it cannot use armor.


Dryad 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.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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.


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.


Gigantherium Normal Earth
ST:50 HP:60 MHP:60 G:70+Earth
Item Limit: Cannot use Scrolls
In Battle: HP-20 if battle territory has an Enchant effect upon it.
Flavor

A Fierce Mammalia. When it's enraged, it has a violent temper and tramples trees. It has low resistance to magic, so it weakens when there's magic placed on it.

Advice

It has high ability values, and is exceptional in offense and defense. However, once it's cursed, it drastically weakens.


Glowhorn Rare Earth
ST:50 HP:40 MHP:40 G:50+Earth
Item Limit: Cannot use Scrolls
Synergy: Fire (ST & HP+20)
Flavor

A large beetle with a burning horn. When there's a nearby source of fire energy, its horn burns even hotter.

Explanation

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

Advice

Its base stats are high. If the conditions are met for its Synergy ability, you can expect a successful invasion.


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

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

Explanation

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

Advice

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


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.


Green Ogre Normal Earth
ST:40 HP:50 MHP:50 G:80
Flavor

A member of the ogre tribe, which are strong, but not very bright. Its body color is green and it prefers to live in the forest.

Advice

Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.


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.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Jormungandr Rare Earth
ST:60 HP:60 MHP:60 G:110+EarthEarth
Attacks First / Regenerates / Upon Victory: Changes battle territory to a Earth land.
Flavor

Dragon god of the earth. It has a large body that is capable of wrapping around a mountain. Its large body erodes the land around it.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Regenerates = If not killed, HP returns to full after battle.

Advice

A heavyweight creature with top-tier values and abilities. Changes all lands in which it wins a battle into earth lands, so it's good for invading anywhere.


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

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

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

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


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

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

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

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


Lichenoid Normal Earth
ST:30 HP:30 MHP:30 G:60
Secret Art (30G): MHP+10 to target creature (up to a max of 100).
Flavor

A resident of the forest with a body of moss. It has a gentle personality and shares its powers of growth with others.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Changes to MHP last until the creature reverts to a card.

Advice

Its Secret Art can increase creatures' MHP. Use it to bolster your weaker creatures.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Advice

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


Mummy Normal Earth
ST:20 HP:50 MHP:50 G:45
Item Limit: Cannot use Weapons
Defensive / Upon Defeat: User gains (lap number x40)G.
Flavor

A mummified corpse that walks once more. When the mummy crumbles to dust, it reveals the way to the treasure buried with it in its tomb.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

A creature that specializes in defense. If it does manage to be defeated, it leaves magic behind.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Rock Shell Rare Earth
ST:40 HP:30 MHP:30 G:60
Item Limit: Cannot use Scrolls
Secret Art (50G): Adds "Peace" Enchant to itself.
Flavor

A giant snail with a stone shell. When it hides itself in its shell, it is disguised as a boulder. Those who wish to hunt it will have to go home empty-handed.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Peace Enchant = Cannot be invaded and toll value becomes 0 G.

Advice

Casts the Peace enchantment that prevents invasions and taking tolls. Lets you create a territory that is more difficult for the enemy to attack.


Rock Troll Normal Earth
ST:50 HP:50 MHP:50 G:90
Land Limit: Cannot be placed on Air
Regenerates
Flavor

A troll with skin is as sturdy as a rock. This creature has incredible regenerative powers. Because of that, it is feared by many.

Explanation

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

Advice

It has high ability values and the Regenerates ability. It recovers all of its damage from battle, so it is a reliable defender.


Sage 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.


Sakuya Rare Earth
ST:20 HP:30 MHP:30 G:30+Earth
Land Limit: Cannot be placed on Air
Secret Art (120G): Transforms target territory in user's possession to a Earth land.
Flavor

An earth spirit who protects the forest. No matter how devastated the land is, she can use her power to turn it into a lush forest.

Explanation

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

Advice

It can transform a land in your possession to the earth element. It's weak, so you will need to support it against your enemy's attacks.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Spitting Cobra Normal Earth
ST:40 HP:40 MHP:40 G:80
Item Limit: Cannot use Scrolls
Secret Art (30G): Adds "Poison" Enchant to target creature.
Flavor

A poison-spitting cobra. Since it spits poison from its fangs, it can attack without biting the enemy.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Poison Enchant = At end of battle, HP decreases by 1/2 of MHP.

Advice

The Poison enchantment itself is useful, but you can also use it to overwrite an enemy's beneficial enchantment.


Sproutling Rare Earth
ST:20 HP:30 MHP:30 G:60
Receives land effect from Fire lands. / Secret Art (50G): Evolves into Old Willow.
Flavor

A young root fairy. It uses its roots as feet to walk around, even though it's a plant. When it finds fertile soil, it plants its roots and grows.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Old Willow = Fire / ST:20 / HP:40

Advice

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


Squirrine Normal Earth
ST:20 HP:30 MHP:30 G:50
Item Limit: Cannot use Scrolls
Support: All
Flavor

A small animal similar to a squirrel that lives in the forest. It's powerless on its own, but it moves in groups that work together to protect each other.

Explanation

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

Advice

Has Support, the signature ability of the earth element. This ability lets you use the creatures in your hand as though they were items.


Sylvan Duchess Rare Earth
ST:50 HP:50 MHP:50 G:60+EarthEarth
Support: Earth / Regenerates / Battle Start: Destroys opponent's tool, scroll, or supporting creature.
Flavor

A messenger of the Earth God. In the Earth God's absence, she acts as a surrogate and gives power to the spirits of earth.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Regenerates = If not killed, HP returns to full after battle.

Advice

A heavyweight creature with top-tier stats and abilities. It can negate any backup or gear the enemy might have.


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.


Unnameable Rare Earth
ST:50 HP:10 MHP:10 G:30+Earth+Card
Attacks Last / Instant Death: 70% / Upon Victory: Destroys any cards identical to defeated creature in opponent's book and hand (80%).
Flavor

An unknowable creature from another dimension that breaks its victims with its mere appearance. The souls of those who die fall into a different dimension.

Explanation

Attacks Last = Attacks after the enemy, even when invading.
Instant Death = Defeat the opponent regardless of remaining HP.

Advice

Its ability to erase all copies of its victim strikes fear into the enemy. Since it has Attacks Last, you'll need to make sure it survives.


Wall of Stone Normal Earth
ST:0 HP:60 MHP:60 G:25
Item Limit: Cannot use Armor Cannot use Scrolls
Defensive
Flavor

A living wall of stone created with magic. It's extremely hard and difficult to destroy.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

Has high HP and is good for defending territory. However, it cannot use armor, so be careful.


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.


Woodfolk Normal Earth
ST:30 HP:40 MHP:40 G:75
Item Limit: Cannot use Weapons
Support: All
Flavor

Tree people known as the protectors of the forests. Loved by all the inhabitants of the forest. If need be, the entire forest will rise up to help them.

Explanation

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

Advice

Since it can receive support from any kind of creature you have, it's good for defense. However, it cannot use weapons, so it's not great for invading.


Earth Special Earth Creatures


Gooba Extra Earth
ST:0 HP:10 MHP:10 G:0
Flavor

A small blob of goo that is defeated by the slightest tap. They are generally considered to be terrible at everything.

Explanation

Cannot be added to your library of cards.

Advice

A low-performing creature that is only used to gain territory. Once you secure a territory, you should swap it with a different creature from your hand.


Earth Earth Evo Cards

The Evo Card Primer has more detailed information on these creatures.


Puppy Dragon Extra Earth
ST:0-55 HP:5-45 ST+HP<=60 G:(varies)
(abilities vary)
Flavor

A newborn dragon. Its small body is not yet ready for battle, but its potential is immense.

Advice

Newborn dragons have no strength. However, it holds infinite possibilities.


Young Dragon Extra Earth
ST:0-65 HP:5-65 50<=ST+HP<=100 G:(varies)
(abilities vary)
Flavor

A young dragon that has begun to show the characteristics of the dragon tribe. Its body has started developing for fighting. It dreams of the day it's an adult.

Advice

Although it's young and inexperienced, it is already showing its innate powers. It's intimidating, but caring for it is worth the effort.


Massive Dragon Extra Earth
ST:0-35 HP:60-80 70<=ST+HP<=90 G:(varies)
(abilities vary)
Flavor

A giant dragon with a sturdy body. It defends its territory with its solid frame and its thick scales repel all attacks.

Advice

An especially territorial dragon. It has been bred to protect its land and has excellent defensive capabilities.


Assault Dragon Extra Earth
ST:60-80 HP:5-35 70<=ST+HP<=110 G:(varies)
(abilities vary)
Flavor

A dragon bred for assaults. With its sharp claws and fangs, it shows its great power when invading other creatures' territory.

Advice

Especially aggressive, even for a fully grown dragon. Bred to fight, it has overwhelming offensive capability.


Massive Dragon Super Extra Earth
ST:30-55 HP:70-80 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A giant dragon with scales as strong as steel. Its massive body makes it able to withstand attacks, but leaves it slow and ill-suited to invading.

Advice

As the Massive Dragon matures, it grows into the ultimate Massive Dragon.


Assault Dragon Super Extra Earth
ST:70-80 HP:30-55 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A powerful dragon bred for assaults. Its power has been pushed to the limit. However, because it's so focused on attacking, its body is fragile.

Advice

As the Assault Dragon matures, it grows into the ultimate Assault Dragon.


Great Dragon Extra Earth
ST:40-75 HP:40-75 100<=ST+HP<=140 G:(varies)
(abilities vary)
Flavor

A dragon that has grown to an impressive size. Both strong and tough, it is very capable in combat.

Advice

A fully grown dragon of impressive size. It is a reliable partner. Proof of the care its caretaker put into raising it.


Great Dragon Super Extra Earth
ST:60-80 HP:60-80 140<=ST+HP G:(varies)
(abilities vary)
Flavor

A fully-grown dragon with even greater power. Even stronger and tougher, but it uses more magic to maintain its immense body.

Advice

On top of its impressive strength, this dragon also has vast experience. Has an overwhelming presence, and demands dignity from its user.


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

Air Air Creatures


Aero Duchess Rare Air
ST:50 HP:50 MHP:50 G:60+AirAir
Attacks First / Scroll Critical Hit / Secret Art (50G): HP&MHP-10 to target enemy creature.
Flavor

A messenger of the Wind God. In the Wind God's absence, she acts as a surrogate and gives power to the spirits of wind.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase Changes to MHP last until the creature reverts to a card.

Advice

A heavyweight creature with top-tier ability values and abilities. You can use its Secret Art to soften up formidable enemies from afar.


Blitz Raven Normal Air
ST:30 HP:20 MHP:20 G:30
Item Limit: Cannot use Scrolls
Attacks First
Flavor

A huge raven charged with lightning. It flies in a thundercloud and attacks faster than the eye can see.

Explanation

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

Advice

Has Attacks First, the signature ability of the air element. This allows your defenders to get the first strike in a battle.


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.


Caladrius Normal Air
ST:30 HP:30 MHP:30 G:60
Item Limit: Cannot use Scrolls
Attacks First / Secret Art (40G): Adds "Ability +20" Enchant to target creature.
Flavor

A sacred white bird. The light that falls from its shining wings can revive the weak.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Ability +20 Enchant = In Battle: ST & HP +20.

Advice

Has a Secret Art that increases your creatures' ST and HP. It's not flashy, but if used well, it can be the support a low-cost book needs.


Centaur 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.


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.


Cornfolk Normal Air
ST:30 HP:40 MHP:40 G:70
If destroyed in combat or by a spell, user gains 200G.
Flavor

A corn man. When it's defeated, the kernels on its body explode. Reportedly, they're delicious and make fine popcorn.

Advice

Even when this creature is defeated, it leaves behind magic, so plant as many as you like all over the field.


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

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

Explanation

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

Advice

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


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

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

Advice

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


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

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

Explanation

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

Advice

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


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.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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.


Great Nimbus Normal Air
ST:30 HP:60 MHP:60 G:100
Item Limit: Cannot use Armor
Vigorous
Flavor

A giant Cumulonimbus King who rolls through the sky. His body is durable and does not know fatigue.

Explanation

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

Advice

Because this creature cannot be Fatigued, you can continually have it use Territory Commands.


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.


Griffon Normal Air
ST:50 HP:50 MHP:50 G:80
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Scrolls
Flavor

A noble beast with the upper body of an eagle and the lower body of a lion. It has power that rivals even dragons.

Advice

Has high ability values and can be useful for invasions, but be aware of its high cost and its land restriction.


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.


Kirin Rare Air
ST:20 HP:40 MHP:40 G:80
Attacks First / Synergy: Water (ST & HP+20)
Flavor

A holy beast that appears before people to deliver good omens. Its power awakens in the presence of water energy.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Synergy = ST and/or HP are increased when a creature of a certain element is in play.

Advice

With its Attacks First ability and the increased ability values from Synergy, it can become a powerful defender.


Knight Normal Air
ST:50 HP:40 MHP:40 G:90
Critical Hit: Creatures with MHP of 50 or greater.
Flavor

An armored warrior. With nobility and outstanding sword skills, they are constantly seeking stronger enemies.

Explanation

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

Advice

Between this creature's naturally high ST and its Critical Hit ability, it's perfect for invading territories guarded by strong creatures.


Lemures Rare Air
ST:20 HP:30 MHP:30 G:30+Air
Secret Art (50G): User steals a Creature Card from targeted enemy Cepter's hand and then this creature moves to the targeted Cepter's hand.
Flavor

A whimsical evil with the power of hypnosis. It confuses enemies just by staring at them, running off to steal cards from those it has put in a trance.

Explanation

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

Advice

Its Secret Art lets it steal a creature from your opponent's hand. Your opponent gets this card in return, but it's useless unless they have air lands.


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.


Lord of Bane Rare Air
ST:70 HP:60 MHP:60 G:80+AirAir+Card
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Tools
Boost: ST+10 to Water & Air / Secret Art (60G): ST+20 to creatures with ST 30 or less, ST-20 to those with ST 50 or more.
Flavor

The Ruler of the Winds. The King Destroyer. Its four wings stir up the winds and bring great discord to the world.

Explanation

Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Secret Art = Used as a Spell in the Spell Phase.
Changes to the Base ST last until the creature reverts to a card.

Advice

Can increase the ST of all water and air creatures on the map. Its ability values are high, but it has a lot of summoning conditions.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Patronus Rare Air
ST:30 HP:20 MHP:20 G:30+Air
Anti-Spell / Secret Art (50G): Adds "Anti-Spell" Enchant to target Cepter.
Flavor

A sacred guardian that stands beside the one that called it and raises a holy barrier to protect them from evil magic.

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.
Anti-Spell Enchant = Grants the Anti-Spell ability.

Advice

This creature is immune to spells and can make its Cepter immune to spells as well.


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

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

Explanation

Will not multiply if moved by a spell effect.

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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.


Serpent Fly Normal Air
ST:40 HP:30 MHP:30 G:70
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Scrolls
Attacks First / Receives land effect from Water territories.
Flavor

A huge flying insect with the body of a snake. It sits on the surface of the water and waits for prey. Those that come near it are swiftly eaten.

Explanation

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

Advice

A rare creature that can obtain the land effect on two types of land: water and air.


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

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

Explanation

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

Advice

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


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

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

Advice

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


Spectre Normal Air
ST:0 HP:30 MHP:30 G:30
In Battle: ST & HP= (random value between 10 and 70).
Flavor

An ethereal presence whose size and shape are constantly changing.

Advice

Because this card's ability values are completely random in battle, you'll have to trust your luck. Its randomness will scare your opponent.


Sword Princess Rare Air
ST:40 HP:30 MHP:30 G:70+Air
Attacks First / HP and MHP cannot be altered by spells. / Secret Art (60G): Evolves into Armed Princess.
Flavor

A princess that fights on the front lines. Protected by the people's wishes, she is immune to destructive spells. She seeks to upgrade her arsenal to be even stronger.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Armed Princess = Air / ST:40 / HP:40

Advice

Cannot be damaged by spells. Use its Secret Art to let it transform from a sparkling princess to an armored warrior.


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.


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.


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

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

Explanation

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

Advice

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


Typhon Rare Air
ST:60 HP:60 MHP:60 G:110+AirAir
Attacks First / Critical Hit: FireEarth / Upon Victory: Changes battle territory to a Air land.
Flavor

A wind dragon lord with powers of destruction feared by even the gods. Any land it makes its lair is turned to dust and filled with turbulent windstorms.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

A heavyweight creature with top-tier performance. Changes any land in which it wins a battle into an air land, so it's good for invading anywhere.


Witch Rare Air
ST:20 HP:30 MHP:30 G:55
Item Limit: Cannot use Weapons
Scroll Critical Hit / Secret Art (30G): Steals (number of Spell Cards in target enemy Cepter's hand x40)G.
Flavor

A witch that claims to tell fortunes, but most of the time, her fortunes result in tragedy.

Explanation

Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Can continually take magic from enemy Cepters, but once they decide they've had enough of her, she's easy to defeat.


Wyvern Normal Air
ST:40 HP:40 MHP:40 G:60+Air
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Armor
Attacks First / Can move to any vacant Air land.
Flavor

A flying dragon whose beautiful appearance has been featured on many crests over the years. It is capable of flying long distances in mere moments.

Explanation

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

Advice

Is able to use Move Creature to go to any open Air land. Its good ability values and its Attacks First ability make it good at defense.


Yellow Ogre Normal Air
ST:40 HP:50 MHP:50 G:80
Flavor

A member of the ogre tribe, which are strong, but not very bright. Its body color is yellow and it likes to live in grassy plains.

Advice

Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.


Yowie 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.


Air Special Air Creatures


Armed Princess Extra Air
ST:40 HP:40 MHP:40 G:200+AirAir
Support: WaterAir / Attacks First / Anti-Spell
Flavor

A princess adorned in armaments and armor. She uses her intelligence, strength, nobility, and a holy heart to lead her army to victory.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Attacks First = Attacks first in a battle, even when defending.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Cannot be added to your library of cards.

Advice

A beautiful princess that embodies true strength. She can show her full potential with a strong Supporting creature at her side.


Air Air Evo Cards

The Evo Card Primer has more detailed information on these creatures.


Puppy Dragon Extra Air
ST:0-55 HP:5-45 ST+HP<=60 G:(varies)
(abilities vary)
Flavor

A newborn dragon. Its small body is not yet ready for battle, but its potential is immense.

Advice

Newborn dragons have no strength. However, it holds infinite possibilities.


Young Dragon Extra Air
ST:0-65 HP:5-65 50<=ST+HP<=100 G:(varies)
(abilities vary)
Flavor

A young dragon that has begun to show the characteristics of the dragon tribe. Its body has started developing for fighting. It dreams of the day it's an adult.

Advice

Although it's young and inexperienced, it is already showing its innate powers. It's intimidating, but caring for it is worth the effort.


Massive Dragon Extra Air
ST:0-35 HP:60-80 70<=ST+HP<=90 G:(varies)
(abilities vary)
Flavor

A giant dragon with a sturdy body. It defends its territory with its solid frame and its thick scales repel all attacks.

Advice

An especially territorial dragon. It has been bred to protect its land and has excellent defensive capabilities.


Assault Dragon Extra Air
ST:60-80 HP:5-35 70<=ST+HP<=110 G:(varies)
(abilities vary)
Flavor

A dragon bred for assaults. With its sharp claws and fangs, it shows its great power when invading other creatures' territory.

Advice

Especially aggressive, even for a fully grown dragon. Bred to fight, it has overwhelming offensive capability.


Massive Dragon Super Extra Air
ST:30-55 HP:70-80 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A giant dragon with scales as strong as steel. Its massive body makes it able to withstand attacks, but leaves it slow and ill-suited to invading.

Advice

As the Massive Dragon matures, it grows into the ultimate Massive Dragon.


Assault Dragon Super Extra Air
ST:70-80 HP:30-55 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A powerful dragon bred for assaults. Its power has been pushed to the limit. However, because it's so focused on attacking, its body is fragile.

Advice

As the Assault Dragon matures, it grows into the ultimate Assault Dragon.


Great Dragon Extra Air
ST:40-75 HP:40-75 100<=ST+HP<=140 G:(varies)
(abilities vary)
Flavor

A dragon that has grown to an impressive size. Both strong and tough, it is very capable in combat.

Advice

A fully grown dragon of impressive size. It is a reliable partner. Proof of the care its caretaker put into raising it.


Great Dragon Super Extra Air
ST:60-80 HP:60-80 140<=ST+HP G:(varies)
(abilities vary)
Flavor

A fully-grown dragon with even greater power. Even stronger and tougher, but it uses more magic to maintain its immense body.

Advice

On top of its impressive strength, this dragon also has vast experience. Has an overwhelming presence, and demands dignity from its user.


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.


Argent Key Rare Tool
G:70
Attacks First / ST+10 / Attack Bonus: Moves equipped creature to random vacant land if opponent was not destroyed.
Flavor

A silver key filled with powerful magic. When it senses danger, it opens a portal to let its user escape.

Explanation

Attacks First = Attacks first in a battle, even when defending. If there are no empty lands, equipped creature will be destroyed.

Advice

Even if you can't defeat your enemy, this item will allow you to claim a land anyway.


Armet Normal Tool
G:45
ST-10 / HP+40
Flavor

A helmet that fits snugly on the head. It makes it a bit harder to see, but keeps you safe in battle.

Advice

Increases HP quite a lot for a tool. Because it's not armor, you can use it with creatures that normally can't get extra HP from equipment.


Aura Strike Rare Scroll
G:90
Scroll Attack: ST= (equipped creature's base ST).
Flavor

A scroll with a magic spell inscribed on it. It transforms the user into a spirit beast to attack the enemy.

Explanation

Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.

Advice

An item that can convert a creature's ST into a Scroll Attack that can ignore various defenses. Lets you deal powerful Scroll Attacks.


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.


Battle Axe Normal Weapon
G:30
ST+40
Flavor

A heavy, two-handed axe. It has terrifying destructive ability and can slice a knight in two.

Advice

A weapon that gives a large boost to ST. Its cost is affordable and it can be used easily.


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.


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.


Buckler Normal Armor
G:20
Neutralizes: Attacks from creatures with ST of 30 and under.
Flavor

A small shield better used for deflecting than blocking. Can simply bat aside lighter blows.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

As long as the enemy has low ST, this will let you ignore it completely. This armor doesn't work against everything, but it can prove useful.


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

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

Advice

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


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.


Chain Mail Normal Armor
G:10
HP+30
Flavor

Armor made of layers of metal chains. It's flexible and doesn't hinder movement.

Advice

Armor that increases a creature's HP. An inexpensive way to help out your defending creatures.


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

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

Advice

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


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.


Claw of Shade Rare Weapon
G:90
ST+ (Number of creatures in play with same element as opponent x10).
Flavor

A claw containing the power of a shadow demon. It becomes sharper as its prey becomes more numerous.

Advice

This weapon increases ST based on the number of creatures currently on the map, so it's best used later on in a match.


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.


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

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Eternal Mail Rare Armor
G:40
HP+40 / Battle End: Recycles to Book.
Flavor

Everlasting armor that contains the soul of a veteran samurai. After a battle, it returns to your book to prepare for the next fight.

Explanation

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

Advice

Strong armor that can be used many times. Can reduce the number of armor cards you need in your book.


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

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

Advice

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


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

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

Advice

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


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

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

Advice

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


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.


Long Sword Normal Weapon
G:10
ST+30
Flavor

A long, double-edged sword. The most common weapon in this world.

Advice

This weapon increases a creature's ST in battle. Be sure to equip it when you need a little extra damage.


Mace Normal Weapon
G:0
ST+20
Flavor

A spiky metal ball on a stick. It may seem simple, but it can punch through even thick metal armor.

Advice

This weapon increases a creature's ST in battle without costing you any magic, so use it whenever you'd like.


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 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.


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

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

Explanation

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

Advice

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


Magma Hammer Normal Weapon
G:20
ST+20 / Critical Hit: When equipped creature is Fire or Earth.
Flavor

A hammer imbued with the power of magma. Not strong on its own, but fire and earth creatures can bring out its true power.

Explanation

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

Advice

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


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

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

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Moon Scimitar Normal Weapon
G:30
ST+30 / Attack Bonus: "Sleep" Enchant.
Flavor

A sword forged of moonlight. Its cuts don't cause pain, but intense sleepiness.

Explanation

Sleep Enchant = cannot take tolls.

Advice

Even if you can't defeat the opponent, you don't have to pay any toll if they're sleeping. A good weapon for using during risky invasions.


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.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

Skeleton = Neutral / ST:30 / HP:40

Advice

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


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

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

Advice

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


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.


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

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

Advice

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


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

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

Explanation

Neutralizes = Does not receive damage from opponents during battle.

Advice

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


Reactive Armor Rare Armor
G:50
Battle Start: Destroys opponent's weapon. / HP+30
Flavor

Automated armor that senses an enemy's weapon and breaks it before it can be used.

Advice

This armor is good against item-heavy books and even increases HP a bit.


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.


Scale Armor Normal Armor
G:30
HP+40
Flavor

Armor made of layers of scale-shaped metal. It is effective protection against swords and claws alike.

Advice

An upgrade from Chain Mail. Provides more HP for a reasonable cost.


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.


Sling Normal Tool
G:30
Attacks First / ST+10 / HP+10
Flavor

Basic, but still deadly in the right hands. It allows one to attack from a distance before the enemy gets close.

Explanation

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

Advice

This item allows your creature to attack first and gives it a nice little ST and HP increase on top of that.


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.


Spark Ball Normal Scroll
G:60
Scroll Attack: ST=40
Flavor

A scroll with a magic spell inscribed on it. It summons a ball of lightning to damage the enemy.

Explanation

Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.

Advice

Because Scroll Attacks ignore bonuses from the land effect, powerful scrolls like this will help you when invading high level territories.


Spectre's Robe 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.


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

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

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

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


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

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

Explanation

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

Advice

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


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 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.


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

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

Explanation

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

Advice

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


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

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

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

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


Storm Spear Normal Weapon
G:20
ST+20 / Critical Hit: When equipped creature is Water or Air.
Flavor

A spear imbued with the power of a storm. It is not strong on its own, but water and air creatures can bring out its true power.

Explanation

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

Advice

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


Sword of Pluck 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.


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

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

Advice

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


Tonfa Strange Weapon
G:30
Attacks Twice.
Flavor

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

Advice

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


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.


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.


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.


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

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

Advice

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


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.


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.


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.


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

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

Explanation

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

Advice

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


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.


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.


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

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

Advice

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


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.


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.


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

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

Explanation

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

Advice

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


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

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

Advice

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


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.


Disaster Rare Multi-Instant
G:120+Card
HP-30 to all Fatigued creatures with MHP of 50 or more.
Flavor

Bigger creatures may be mighty, but it is the small creatures who will survive when disaster strikes.

Advice

This sharply damages heavy creatures' HP. The more powerful your enemy's creatures are, the more it'll hurt to see them damaged so severely.


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

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

Explanation

Goblin = Neutral / ST:20 / HP:30

Advice

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


Disease Normal Enchant
G:30
Adds "Ability -20" Enchant to target creature. (In battle, this creature is inflicted with ST & HP-20.) / User draws a card.
Flavor

A spell that saps the body of strength, leaving creatures weak and unable to do battle.

Advice

A spell that weakens creatures. Can even instantly defeat small creatures. And of course, it's always nice to draw an extra card.


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.


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.


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

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

Advice

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


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.


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.


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.


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


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

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

Explanation

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

Advice

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


Fear Rare Instant
G:100
Returns target Cepter's creature with the lowest MHP to their hand.
Flavor

Overwhelming fear that causes weak creatures to abandon their posts and run for their lives.

Explanation

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

Advice

Since this targets a Cepter and not a creature, its effect will even work on creatures that have Anti-Spell. You can use this and catch them off guard!


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.


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

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

Explanation

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

Advice

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


Fluxion Rare Instant
G:100
Hidden / User steals 30% of target enemy Cepter's magic if user possesses less Current Magic than opponent.
Flavor

A secret strategy that involves defeating stronger Cepters by ambushing them when they least expect it.

Explanation

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

Advice

This card is Hidden from your enemies. If you throw your enemies off guard, you will be able to steal large amounts of magic.


Fly Normal Instant
G:50
User uses 3 dice for their next roll.
Flavor

Borrows spirit energy from the upper atmosphere to create wings of light.

Advice

Roll an additional die to move faster. This is essential for making swift laps.


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.


Growth Body Normal Instant
G:20
MHP+10 to target creature (up to a max of 100).
Flavor

A spell to strengthen a creature's body. It's so effective, it will last until the creature dies or returns to the card it was summoned from.

Explanation

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

Advice

A spell that increases a creature's MHP. It's advised to use this on creatures with low MHP or on creatures that have been damaged.


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 Banishment Normal Instant
G:90
Returns target creature to its Cepter's hand if the creature's element differs from the territory it inhabits.
Flavor

Amplifies the repulsive force between differing elemental energy to eject a creature from its territory if it is a different element from the land.

Explanation

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

Advice

A spell that removes powerful creatures. If there are enemy creatures whose elements do not match the land, then remove them with this.


Holy Word 1 Normal Enchant
G:30
Adds "Dice 1" Enchant to target Cepter. (Target Cepter's next dice roll yields a 1.)
Flavor

...It existed before Culdra created the first world...

Explanation

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

Advice

It will set the next dice roll to 1. Use it so you can stop at a specific land, or use it on an enemy Cepter who is one step away from a high toll territory.


Holy Word 3 Normal Enchant
G:10
Adds "Dice 3" Enchant to target Cepter. (Target Cepter's next dice roll yields a 3.)
Flavor

...Ultimately, even fate itself could not be foreseen...

Explanation

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

Advice

It will set the next dice roll to 3. Good for stopping at a specific land, passing enemy territories, and making enemies stop at your lands.


Holy Word 6 Normal Enchant
G:50
Adds "Dice 6" Enchant to target Cepter. (Target Cepter's next dice roll yields a 6.)
Flavor

...For Culdcept has surpassed even Culdra, its creator...

Explanation

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

Advice

It will set the next dice roll to 6. It's useful when you want to stop at a specific land or when you need to get past a stretch of hostile territories.


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.


Home Ground Rare Multi-Instant
G:100
Hidden / If user has 4 or more placed creatures whose element doesn't match the land they're on, the lands will change to match the creatures. / If not, Recycles to book.
Flavor

A secret strategy that misleads the enemy by placing creatures on mismatching element lands and then suddenly changing the lands.

Explanation

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

Advice

This card is Hidden from your enemies. If you randomly place your creatures at the start of a match, this lets you match them to their lands all at once.


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

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

Explanation

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

Advice

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


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.


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

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

Explanation

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

Advice

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


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

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

Advice

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


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.


Joint World Rare Global
G:50
Adds "Cross-Element Chains" Enchant to world. (For 6 rounds, Fire and Earth territories chain together and Water and Air territories chain together.)
Flavor

Links the various elemental energies in the world together, causing power to flow together, unhindered by boundaries.

Advice

A global enchantment that lets elements chain with each other. It makes matches faster, so use it to get the last bit of magic you need to win.


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

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

Advice

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


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

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

Advice

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


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

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

Advice

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


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!


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

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

Explanation

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

Advice

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


Magic Bolt Normal Instant
G:50
HP-20 to target enemy creature.
Flavor

Focuses light energy in your fingertips and then fires it at your target.

Advice

This can defeat a creature with low HP in one shot. Even on tougher creatures, it's helpful for weakening them.


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.


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.


Manna Normal Instant
G:0
User gains (lap number x50)G.
Flavor

A potent energy known to some as the "food of the gods."

Advice

Lets you earn magic quickly. You can use it immediately or wait until you've completed your current lap.


Mass 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.


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.


Merciful World Rare Global
G:50
Adds "Mercy" Enchant to world. (For 6 rounds, all Cepters cannot invade territories of Cepters ranked below them.)
Flavor

Creates a gentle world where the strong show mercy to the weak.

Advice

A global enchantment best used when you're lagging behind. Although its time is limited, it lets you focus on recovering.


Metal Form Rare Enchant
G:70
Adds "Metallization" Enchant to target creature. (Has "Neutralizes: Normal Attacks", but cannot use armor.)
Flavor

Transforms a creature's body to metal to protect it from physical attacks.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

An enchantment that makes your creature immune to all Normal Attacks. Use this mighty enchantment on an important territory.


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

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

Explanation

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

Advice

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


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

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

Advice

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


Mirror World Rare Global
G:70
Adds "Extinction" Enchant to world. (For 6 rounds, at Battle Start, if either creature has multiple copies in play, that creature is destroyed.)
Flavor

Creates a ruthless world full of evil twins. You never know when yours will find you...

Advice

A global enchantment that destroys duplicate creatures. Use this to threaten an opponent who floods the map with the same creature.


Misty World Rare Global
G:50
Adds "Anti-Spell" Enchant to the world. (For 6 rounds, all Cepters cannot be targeted by spells.)
Flavor

A thick fog blankets the world, dampening the power of spells and making it impossible to properly target other Cepters.

Advice

A global enchantment which will disable all Cepters from using spells. Using this can drastically change a match.


Natural World Rare Global
G:70
Adds "Abilities Disabled" Enchant to the world. (For 6 rounds, Secret Art, Upon Defeat, and Battle End abilities do not activate.)
Flavor

This spell alters the universe itself and temporarily removes the law of existence required for the cards of Culdcept to fully exert their powers.

Advice

A global enchantment which will disable certain effects from all creatures. Using this can drastically change the outcome of the match.


Obliteration Rare Multi-Instant
G:80
All Cepters lose (number of Element Gems owned x70)G. / If there is no Gem Store, all Cepters lose 10% of their current magic.
Flavor

Overloads the elemental energy in all active Element Gems, causing them to detonate and blow away their owners' magic.

Advice

When there is a Gem Store on the map, this is a useful spell to use when enemy Cepters have far more Gems then you do.


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

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

Advice

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


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.


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.


Penalize Rare Multi-Enchant
G:80
Adds "Paralysis" Enchant to all Evo Cards. (Can't attack or use items, and abilities do not activate.)
Flavor

A penalty issued by Culdra to the swiftly growing dragon tribe, in order to balance the universe.

Advice

Good for dealing with multiple Evo Creatures at once. A card for taking down Evo Cards that are too powerful.


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

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

Explanation

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

Advice

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


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

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

Advice

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


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.


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.


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

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

Advice

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


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.


Ray of Purge Rare Multi-Instant
G:50
Destroys all Enchant spell cards in all Cepters' hands.
Flavor

When the will of the god of creation becomes a light that blankets the world, cards that sow discord will be reduced to ash.

Advice

It removes enchantment spells instantly from all Cepters' hands. Prepare to have the other Cepters all grumbling at you after you use this.


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

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

Advice

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


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.


Relief Normal Instant
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book
Flavor

Send the right man for the right job.

Explanation

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

Advice

Use this to match your placed creatures to the element of the land they're on. This card will return to your book, so you can continue to use it.


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

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

Advice

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


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

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

Explanation

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

Advice

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


Restore Normal Instant
G:40
Removes Fatigued from target creature. / Fully recovers target creature's HP.
Flavor

Heals a creature's injuries and fatigue so they can rejoin the battle immediately.

Advice

This spell will remove Fatigued. When you combine it with a creature who has a Secret Art ability, it can activate its ability immediately.


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.


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.


Shatter Normal Instant
G:30
User selects an Item or Spell Card from target enemy Cepter's hand and destroys it.
Flavor

During the war of the gods, the rebellious god was wounded by finely forged weapons and armor. His grudge towards those items still lingers in this card.

Advice

Destroys a card from the enemy Cepter's hand. Aim for the enemy's most important cards.


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.


Sigil of Drain Rare Enchant
G:20
Adds "Drain Spell" Enchant to target creature with no Secret Art. (Grants "Secret Art (20G): User steals 10% of target enemy Cepter's Current Magic.")
Flavor

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

Explanation

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

Advice

A spell that grants a Secret Art ability that lets you steal magic. If you absorb too much magic, you'll anger the other Cepters, so use it with care.


Sigil of Float Rare Enchant
G:40
Adds "Move Spell" Enchant to target creature with no Secret Art. (Grants "Secret Art (50G): Adds "Dice 5" Enchant to target Cepter.")
Flavor

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

Explanation

Secret Art = Used as a Spell in the Spell Phase. Dice 5Enchant = Rolls 5 on dice.
If this is added to a creature that already has a Secret Art, it will only be able to use its native Secret Art.

Advice

It gives a creature a Secret Art that lets it add the "Dice 5" enchantment to a Cepter. With this ability, you won't need to rely on dice Spell Cards.


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

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

Explanation

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

Advice

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


Sneak Hand Rare Instant
G:100
Hidden / User steals an Item Card from the hand of a target enemy Cepter with two or more Item Cards.
Flavor

A secret strategy that focuses on taking items from owners who probably won't even notice they're gone...

Explanation

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

Advice

This card is Hidden from your enemies. Good for stealing a powerful card your opponent was saving.


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.


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.


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

Summons a magical hand that steals gems from other Cepters.

Advice

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


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

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

Advice

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


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

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

Advice

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


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.


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

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

Explanation

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

Advice

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


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.


Theft Rare Instant
G:100
User chooses a spell card from target enemy Cepter's hand and steals it.
Flavor

Blatantly stealing an enemy's spell is a tactic that should only be used as a last resort for a Cepter.

Advice

Steal whichever spell you like. Lets you get a card and disrupt your enemy too. Can even be used to take back cards the enemy stole from you.


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.


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

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

Explanation

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

Advice

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


Tiny Army Rare Instant
G:100
Hidden / If user has 5 or more creatures with MHP of 30 or under, those creatures receive MHP +10 and user gains 500G. / If not, Recycles to Book.
Flavor

A secret strategy that utilizes a small army with high morale.

Explanation

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

Advice

This card is Hidden from your enemies. This goes well with a book full of small creatures. Attack the opponent while they're underestimating you!


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.


Tyranny Rare Multi-Enchant
G:100+Card
Adds "Paralysis" Enchant to all creatures with MHP of 30 and under. (Creatures cannot attack or use items and their abilities do not activate.)
Flavor

When faced with the power of absolute authority, weak creatures are struck with fear and find themselves unable to move.

Advice

This can be used to disable the abilities of all weak creatures that are hard to defeat in regular combat.


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.


Vitality Normal Enchant
G:30
Adds "Ability +20" Enchant to target creature. (In battle, this creature is granted ST & HP+20.) / User draws a card.
Flavor

An untapped well of power lies deep in the heart of every living thing. Those who claim to know their limits are merely ignorant of their own potential.

Advice

A spell that strengthens creatures. It can also be used to overwrite harmful enchantments. And of course, it's always nice to draw an extra card.


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

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

Advice

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


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

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

Advice

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


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.


Wind of Hope Normal Instant
G:40
User draws 2 cards from their book.
Flavor

Summons the messenger of Culdra, the Supreme Goddess to bestow cards upon a weary Cepter.

Advice

Lets you draw 2 cards. The more cards you have in your hand, the more options you will have.


Thanks to: Koru, Lizardman, akwan_tarot, SBRJCT, SwapGo, NIS America and Omiya Soft

Last Updated on Wednesday, 10 January 2024 09:15

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Odontotyrannus Revolt
ST:50 HP:50 MHP:50
G:70+
Item Limit:
Synergy: (ST+20, HP+10)

Culdcept Revolt

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