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Multi-Step Combos

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Multi-Step Combos are a whole lot simpler to understand than they are to execute successfully - but when you do pull them off, they can be devastating. They require at least two steps, but sometimes as many as five or six.

   


(any mass-damage spell or Creature Spell)
Insect Swarm Rare Multi-Flash
G:120
Deals 20 damage to all creatures that have already taken damage.

"Need to wipe the board out? (Warning: This will not make you any friends... Enjoy!)" - Whooh05

 


(any of the mutually-assured destruction combos)
Goblin's Lair Single-Flash
G:10+Card
Places Goblin on land occupied by user if it is currently empty. / Recycles to Hand.

"Managed to clear off that level 5 land last turn, but your creature also died in the process? Plop a placeholder Goblin down on it during your spell phase so that you can Relief or exchange a better land holder in." - Fluff

 

 

(creatures with Unyielding ability and no Creature Spell ability)

Sigil of Drain Single-Enchant
G:20
Adds Drain (20G - User steals 10% of target enemy Cepter's magic) to target creature that has no Creature Spell ability.
Sigil of Float Single-Enchant
G:40
Adds Movement (50G - Adds Holy Word 5 to target Cepter) to target creature that has no Creature Spell ability.
Sigil of Shrink Strange Single-Enchant
G:40
Adds Shrink (50G - MHP-10 to target enemy creature) to target creature that has no Creature Spell ability.

"Let's you gain access to certain Creature Spells every round. Try Sigil of Drain on Great Nimbus and steal 10% of an opponent's G at the start of every round. That's what I call round gain!" - SBRJCT

 
Chariot Strange Single-Flash
G:50
Moves target creature belonging to user 2 spaces. / Recycles to Book.
Great Fossil Strange
ST:0 HP:30 MHP:30 G:30+
Item Limit:
Defensive / Does not claim tolls. / Upon Defeat: Transforms into Tyrannosaurus.
Twin Spike Strange Tool
G:30
ST+20 / Attack Bonus: Transforms opposing creature into the equipped creature.

"That massive level 5 toll making you nervous? Negate the problem for everybody with a quick visit from Great Fossil. Now, they can't collect tolls and you have a little breathing room." - Whooh05

 
Chariot Strange Single-Flash
G:50
Moves target creature belonging to user 2 spaces. / Recycles to Book.
Influence Strange Single-Flash
G:80
Transforms target territory into its owner's most numerous land type.

"Time to get to that vacant leveled-up land and change its color to satisfy your need to raise the value of your symbols." - Jasoya

 
Coatlicue Strange Earth
ST:30 HP:50 MHP:50 G:70+Earth
In Battle: ST & HP+20 when User's book has more remaining cards than opponent's book. / Creature Spell (50G): Destroy a card with the most copies in the target Cepter's book.
Poison Mind Normal
G:20
User views the top 6 cards in target enemy Cepter's book, then selects 1 to destroy. / User draws a card.

"Tear your opponent's book apart using Coatlicue's spell and Poison Mind. She gets a nice stat boost out of it, too." - SBRJCT

 
Creeping Coin Strange
ST:10 HP:30 MHP:30 G:20
Battle End: User gains 100G magic. / Upon Defeat: User gains 100G magic. / User gains 100G magic if destroyed by spell effect.
Borgess Rare
ST:30 HP:30 MHP:30 G:40
Boost: HP+20 to creatures.
Energy Field Strange Single-Enchant
G:60
Target creature gains Neutralizes: All attacks (except scroll attacks). / Opposing Cepter steals 100G from User at Battle End.

"Really, this can be done with any incapacitating item effect and Creeping Coin. If you set it up right, you can keep revisiting the same territory and cashing in on Creeping Coin's battle end. Just be aware that if you're spending close to 100G an invasion, you're not doing yourself any favors. Energy Field will let you continually drain your opponent while boosting your own bank account. " - Whooh05

 
Disease Normal Single-Enchant
G:30
In battle, ST & HP-20 to target creature. / User draws a card.
Lunatic Hare Strange
ST:20 HP:30 MHP:30 G:30
Battle End: Swaps opponent's ST and HP values.

"Here's a delightfully evil combo. Infect your target with Illness, then invade - by the way, this also combos perfectly with Chariot. If they have <=20ST or <=40MHP, they're probably worm food. You know what's especially nasty about this combo? It's kinda hard for them to kill your Hare with 0ST!" - Andyman

 
Exchange Strange
G:60
Exchanges target creature with another from its owner's hand.
Brontides
ST:60 HP:60 MHP:60 G:80++
Land Limit:
Item Limit:
Support: / Boost: HP+10 to creatures.

"The best defender of the elemental lords, Exchange lets you summon him without meeting the discard and Earth land costs. Of course, this works for any large creature (I see you, Massive Dragon)." - SBRJCT

 
Foresight Strange Single-Flash
G:30
User views the top 6 cards in their book, then selects 1 to place in their hand.
Sense of Wild Rare Single-Flash
G:80
User draws a card. If the drawn card is a creature, summon it to a random vacant land.

"Foresight lets you see when you have a creature coming so you can use Sense of Wild for a guaranteed summon (Sense of Wild draws the top card of the book)." - SBRJCT

 
Gargoyle Rare Earth
ST:30 HP:50 MHP:50 G:70+Earth
Attacks First / In Battle: ST=50 when defending.
Fat Body
G:40
MHP+20 (up to a maximum of 100), ST-20 to target creature.

"Gargoyle's ability keeps it at 50ST as long as it is defending. This means you can Fat Body it to your heart's desire and it will still have its awesome ST. With one Fat Body, it will have 50ST/70HP. With two, it will have 50ST/90HP. Please note this is only while defending. If you Chariot or Move it to attack another monster Gargoyle will keep its original attack which will probably be close to 0." - Russel09

 
Goblin's Lair Single-Flash
G:10+Card
Places Goblin on land occupied by user if it is currently empty. / Recycles to Hand.
Turn to the Wall Rare Single-Flash
G:80
Transforms target creature into a predetermined Defensive creature of the same element.

"Does your opponent have no juicy targets for Wall Transform? Use it on yourself! Goblins change from 20/30 puny weaklings into Wonder Wall! Unless they're running neutral themselves or scrolls, Wonder Wall is pretty tough to take out." - Whooh05

 
Immobilize Multi-Enchant
G:80
Adds Immobilize (cannot be moved via Territory command) to all creatures.
Nil-Vana
ST:40 HP:40 MHP:40 G:70+
Attacks First / Support: / Creature Spell (100G): Deals 20 damage to all creatures in territories with Single-Enchant effects.
Insect Swarm Rare Multi-Flash
G:120
Deals 20 damage to all creatures that have already taken damage.

"More reliable mass damage sequence. With Immobilize, creatures can't move to remove the enchantment." - SBRJCT

 
Joint World
G:50
For 6 rounds, and lands are linked, and and lands are linked.
Chain Saw
G:50
ST+(chain length of battle territory x20).

"Joint World can increase the chain the opponent's territory is a part of, thus strengthening your attack." - SBRJCT

 
Leshy Strange Earth
ST:30 HP:40 MHP:40 G:40
Defensive / Battle End: Raises level of battle territory by 1.
Outrage Single-Flash
G:100
Move target creature to adjacent enemy territory.
Silver Plow Strange Tool
G:30
ST+20 / HP+10 / Battle End: Raises level of battle territory by 1.

"Leshy levels up land at the end of combat. Silver Plow levels up land at the end of combat. If the Leshy is on a level 2 land, then you just boosted it to level 4 for only 200G. I'm thinking of making a Leshy deck. One that involves Debility, Leshy, Outrage, Senility, Chariot, Silver Plow, and Relief. Make one with at least 1 of each of those cards, I think you could have a very scary standalone Leshy deck." - Whooh05

 
Leshy Strange Earth
ST:30 HP:40 MHP:40 G:40
Defensive / Battle End: Raises level of battle territory by 1.
Outrage Single-Flash
G:100
Move target creature to adjacent enemy territory.
Twin Spike Strange Tool
G:30
ST+20 / Attack Bonus: Transforms opposing creature into the equipped creature.

"You'll need Leshy to survive since it attacks last, but if it does you can pump the land level up by 2 and later reinvade against a Leshy to steal the territory. Alternatively, use Outrage to push a creature onto Leshy. It you can manage (say, with the control tower) summon Leshy next to a low ST enemy defensive creature and use the combo then." - SBRJCT

 
Long Line Strange
G:70
Secret / If User owns four or more consecutive territories, User gains 500G magic. If User owns three or less consecutive territories, User draws two cards.
Legendary Pharos
ST:40 HP:50 MHP:50 G:50+
Item Limit: Cannot use armor
Defensive / Does not receive lap recovery. / Creature Spell (80G): Summons Statue to all empty adjacent lands.

"Three territories for the price of one. Quickly expand your line of territories and cash in with Long Line. This will also help you invest in the appropriate gems if you pick your spot right." - Whooh05

 
Mass Phantasm Normal Multi-Enchant
G:70
Adds Phantasm (Creature's HP and MHP cannot be altered by spell effects) to all creatures.
Exile Strange
G:100
Returns 1 creature with an Enchantment and no summoning conditions to owner's hand.
Uriel Fire
ST:40 HP:40 MHP:40 G:90
Critical Hit: Creatures with Single-Enchant effects. / Creature Spell (50G): Removes World Enchantment.

"Lets you remove creatures who can't be targeted (and have no summoning conditions). Use Uriel to clean the board after." - SBRJCT

 
Mirror World Rare
G:70
For 6 rounds, creatures that have two or more of the same creatures on the map are destroyed at the start of battle.
Shapeshifter
ST:20 HP:20 MHP:20 G:30
Creature Spell (70G): Transforms into target creature.

"If Shapeshifter is imitating a creature on the map (say, an adjacent creature), then you have a good suicide combo by moving them over to invade." - SBRJCT

 
Natural World Rare
G:70
For 6 rounds, all creatures cannot use abilities that trigger at Battle End or Upon Defeat.
Rock Titan Rare
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
Ba-Al Fire
ST:50 HP:50 MHP:50 G:40+Fire+Card
Attacks First / Battle End: Destroys a random card from user's hand.

"Natural World removes the inconvenient end of battle detriments." - SBRJCT

 
Nil-Vana
ST:40 HP:40 MHP:40 G:70+
Attacks First / Support: / Creature Spell (100G): Deals 20 damage to all creatures in territories with Single-Enchant effects.
Tyranny Rare
G:100+
Adds Paralysis to all creatures with MHP of 30 and under.

"Quickly damage creatures of MHP 30 and under. Nil-Vana is not subject to the enchantment, so it remains undamaged. If you have MHP >= 40 creatures, you won't suffer." - SBRJCT

 
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.
Kelpie Strange Water
ST:30 HP:30 MHP:30 G:80+Water
Item Limit: Cannot use scrolls
Stops all passing Cepters other than user when placed on a land.
Relief Normal Single-Flash
G:30
Exchanges creatures in 2 of User's territories. / Recycles to Book.

"Level a prime land way up, then Relief... stop. Hammer time." - Andyman

 
Pacifism Normal Multi-Enchant
G:70
All Cepters cannot invade enemy territories for 2 rounds.
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.
Kelpie Strange Water
ST:30 HP:30 MHP:30 G:80+Water
Item Limit: Cannot use scrolls
Stops all passing Cepters other than user when placed on a land.
Quicksand Rare Single-Enchant
G:100
Forces any Cepter that steps onto target territory to stop. Effect ends when triggered or after 2 rounds.

"Ensures that your opponent cannot attack when Kelpie or Old Willow flags them down. Also, you could do a two-step combo by Casting Pacifism then Quicksand on the next turn." - Russel09

 
Powder Eater
ST:1 HP:1 MHP:1 G:10
Item Limit:
Multiplies when moving, leaving copies in both former and new locations.
Fat Body
G:40
MHP+20 (up to a maximum of 100), ST-20 to target creature.
Spirit Walk Normal Single-Enchant
G:20
Target creature can travel to any vacant land when moving.

"Why try to grow one Powder Eater to 100/100 before multiplying it? Creating the perfect Powder Eater is long, tedious and expensive. Also, the risk of having your hard work undone grows with every passing turn. Speed things up and save plenty of G by focusing only on its MHP. The game has plenty of items to give a zero-strength fuzzball plenty of attack power in battle anyway." - Andyman
"Duplicate higher HP PEs. Consider Birdmaiden so you can pop PEs off to any vacant land. Get enough of them out and Tiny Army will be a nice addition." - SBRJCT

 
Powder Eater
ST:1 HP:1 MHP:1 G:10
Item Limit:
Multiplies when moving, leaving copies in both former and new locations.
Relief Normal Single-Flash
G:30
Exchanges creatures in 2 of User's territories. / Recycles to Book.

"Have you taken over an entire row of the board with 100/100 Powder Eaters and there's no place to Spirit Walk to? Relief one puffball onto another arm and start the fuzzy march all over again." - Whooh05

 
Quintessence
G:80
Transforms target level <=4 territory into a land.
Holy Banishment Normal
G:90
Returns target creature to its Cepter's hand whose element differs from the territory it inhabits.

"Return a (targetable) creature to its Cepter's hand." - SBRJCT

 
Quintessence
G:80
Transforms target level <=4 territory into a land.
Stone Jizo
ST:10 HP:30 MHP:30 G:50
Item Limit: Cannot use weapons Cannot use armor
Defensive / Cannot be targeted by spell effects. / Creature Spell (100G): Changes target territory to multi-element land, then is destroyed.
Thunder Spawn
ST:30 HP:40 MHP:40 G:50+
Item Limit:
In Battle: ST+(number of lands owned by user x10). / Can move to any opponent-owned land whose creature's element differs from the land it occupies.

"Turn an enemy territory into a multi-elemental land so that Thunder Spawn can invade it from afar." - SBRJCT

 
Rune Adept
ST:20 HP:20 MHP:20 G:50+
Item Limit: Cannot use weapons Cannot use armor
Scroll Critical Hit: All / Cannot be targeted by spell effects. / Creature Spell (100G): User selects a spell card from their hand and uses its effect immediately. The spell card remains in the User's hand after use.
Form Portal
G:140
Transports User to the nearest gate. User cannot roll the dice this turn.

"This combo lets you jump from gate to gate, earning you the gate/lap bonuses and removing Down on all of your creatures. If no one has Speed Penalty, you can lap ultra fast, which is good for creatures like Dwarven Miner, Chimera, Amazon, Mummy, and the spell Manna." - SBRJCT

 
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: No effects or abilities can be used during battle.
Fay Normal
ST:20 HP:40 MHP:40 G:70
Scroll Critical Hit: All / Creature Spell (50G): ST+20 to target creature (up to a maximum of 100).
Relief Normal Single-Flash
G:30
Exchanges creatures in 2 of User's territories. / Recycles to Book.
Chariot Strange Single-Flash
G:50
Moves target creature belonging to user 2 spaces. / Recycles to Book.

"Nothing like a 100ST creature that blocks in-battle abilities and item use. Relief and Chariot usually mean most territories are within striking distance." - Dirk Dorkelson

 
Senility Rare Single-Enchant
G:100
Target creature is destroyed at Battle End.
Powder Eater
ST:1 HP:1 MHP:1 G:10
Item Limit:
Multiplies when moving, leaving copies in both former and new locations.

"Senility is great, though there is always the risk of losing the creature you're attempting to overthrow the land with. With Powder Eaters, you can run over and off the senile victim with your own sacrificial lamb. After they're dead and gone, continue to fuzzy march and take the land completely." - Whooh05

 
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 / Creature Spell (50G): Adds Slow to target Cepter.
Charging Step Normal Single-Enchant
G:20
Locks target Cepter's die rolls to 2-4 each for 2 rounds. / User gains 50G immediately after the dice roll.
Doom Devourer Strange
ST:30 HP:30 MHP:30 G:50
Item Limit:
If User's dice roll is less than or equal to 3, ST & MHP+10 (up to a maximum of 100). / Creature Spell (0G): User gains (MHPx2)G, ST & MHP-10.

"Moving slowly pumps up Doom Devourer's stats." - SBRJCT

 
Thrust Blow Single-Flash
G:70
Move target creature to adjacent vacant territory.
Birdmaiden Fire
ST:30 HP:30 MHP:30 G:65
Item Limit:
Unyielding / Creature Spell (50G): Adds Spirit Walk to target creature owned by User.
Dryad Normal Earth
ST:20 HP:30 MHP:30 G:55
Land Limit: Cannot be placed on Air
Item Limit:
Support: / Can move to any vacant Earth land.
Breeze Spirit Strange Air
ST:20 HP:30 MHP:30 G:50
Land Limit: Cannot be placed on Earth
Can move to any vacant Water or Air land within the area.

"Push a creature off of a high level land and use Birdmaiden (or a creature Birdmaiden enchanted) to move onto it. Can work well with Breeze Spirit or Dryad, etc." - SBRJCT

 
Treasure Raider
ST:40 HP:40 MHP:40 G:90
Unyielding / Battle End: When invading, User gains 100G.
Debility Strange Single-Target Flash (on a regenerating creature)
G:40+
ST=0 to target creature. / Synthesis: Spell, ST=0 & MHP-20 to target creature. / User draws a card.

"This combo lets you continually invade an adjacent territory and gain G100 each time." - SBRJCT

 
Turn to the Wall Rare Single-Flash
G:80
Transforms target creature into a predetermined Defensive creature of the same element.
Fat Body
G:40
MHP+20 (up to a maximum of 100), ST-20 to target creature.
General Guan Strange Fire
ST:30 HP:40 MHP:40 G:65+Fire
Item Limit: Cannot use tools
Attacks First / In Battle: ST+(# of MHP>=50 creatures in play x5).

"Increase MHP of creatures so that General Guan gets a... fat bonus. 8)" - SBRJCT

 
Vortex Strange Single-Enchant
G:40
No effects or abilities can be used during battle with the target creature.
Rock Titan Rare
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

"Rock Titan is a printed 70/70 and will kill any creature without printed HP > 70." - SBRJCT

 
Waste World Strange
G:70
For 6 rounds, cards of rarity S require 1.5x magic to use. Cards of rarity R and E require double.
Life Force Single-Enchant
G:50
Target Cepter uses creatures and items at 0G cost / When target Cepter uses a spell, that spell has no effect and this effect is removed.

"Make everyone else pay more for creatures whilst yours are free of G cost. Works well with expensive breed dragons." - SBRJCT

Last Updated on Friday, 14 April 2017 16:10

Card of the Moment

Cactus Wall Revolt
ST:10 HP:50 MHP:50
G:50
Item Limit:
Defensive / In Battle: HP+50 if opposing creature is or . / Regenerates

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