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All Combos

Jump To: Cepter-Enchant ~ Creature-Enchant ~ Doublecast ~ In-Battle ~ Map ~ Multi-Step ~ Setup

Cepter-Enchant Combos, as you might have guessed, involve casting an enchantment on yourself, your ally, or an opposing Cepter in combination with a creature's ability, spell effect, or whatever to achieve a more beneficial or more destructive result.

Anti-Magic
G:50
Neutralizes the next spell or territory ability that targets target Cepter (except those that dispel Enchantments).
Goblin's Lair
G:10+
Places Goblin on land occupied by user if it is currently empty. / Adds Goblin's Lair to hand.

"(Granite Idol also) Extra Protection against Suppression." - Jasoya

 
Conspiracy
G:50
User can summon creatures for no magic cost if creatures of higher cost are already in play. Lasts until user reaches the castle.
Gold Idol
ST:0 HP:20 MHP:20 G:70
Item Limit:
Defensive / Global Ability: Requirements for summoning creatures other than magic cost are ignored.

"Start playing everything you got!" - deadlybeings

 
Gas Cloud
ST:30 HP:30 MHP:30 G:70
Item Limit:
Neutralizes: 1/2 of damage received (excludes scroll attacks).
Spiny Agama
ST:20 HP:30 MHP:30 G:50
Item Limit:
Reflects: 1/2 of damage received (excludes scroll attacks). / Territory (80G): Evolves into Seismodon.
Sinking Song
G:40
Protection: Deals only 1/2 damage to all creatures for 3 rounds.

"Let's see... 1/2 damage neutralized/reflected by the creature... and your opponent is only doing 1/2 damage anyway... so, to kill either one, you're talking 120ST even if the Cloud or Agama aren't on matching land... up to a completely insane 320ST on a matching level 5. Sick." - Andyman

 
Gremlin
ST:20 HP:30 MHP:30 G:70
Item Limit:
Battle Start: Destroys opponent's item.
Leprechaun
ST:20 HP:20 MHP:20 G:40+
Battle Start: Gives opponent its own item and forces them to use it.
Thief
ST:20 HP:40 MHP:40 G:30
Battle Start: Steals opponent's item if using no items of your own.
Mesozoic Song
G:50
Protection: Transforms into Tyrannosaurus for 3 rounds.

"Imagine breaking a creature's item, changing into a 50/60, equipping any item short of scrolls, and attacking for massive damage. How about attacking with a Leprechaun, giving them a Stormcauser for -30HP, turning into a T-Rex, then attacking them for an additional 50 damage? You've already overwritten any defensive item, it's straight 80 damage. Combine this with a couple of different perks like Sphinx and Illness. Add Ares into the mix as well. Any green creature is taking -80 to their base HP before a shot is fired! Mesozoic Song also combines really well with Support creatures. It essentially turns any smaller support creature into a pseudo-Brontides. In Sage's case, it turns him into a pseudo-Brontides with indestructible items!" - Whooh05

 
Hold Curse
G:40
Target Cepter's territories with Enchantments cannot be targeted by Enchantment spells or Enchantment territory abilities for 8 rounds.
Lead Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: Disables Move and Exchange commands.

"When this combo is used against the opponent while they have negative enchants on their creatures, they can't replace those enchants with positive ones and they can't move or exchange their creatures, thanks to Lead Idol. So, the opposing Cepters must have either a mass-enchant spell, a Cepter-enchant spell, or Cleanse, Remove Curse, and/or a way to get rid of Lead Idol. Otherwise, he or she is stuck with weak creatures for 8 rounds." - Jasoya

 
Hunter's Song
G:10
Protection: Target Cepter gains 200G magic for every creature they destroy in battle for 4 rounds.
Intrusion
G:180
User invades target enemy territory with creature from hand that has no summoning conditions.

"On a successful invasion, that 180G spell just became -20G. Or, use Bandit and an offensive item to increase your refund!" - Andyman

 
Saint
ST:30 HP:30 MHP:30 G:60
Neutralizes: / Instant Death: 80% against creatures.
Mesozoic Song
G:50
Protection: Transforms into Tyrannosaurus for 3 rounds.

"Most people look at Mesozoic Song and think of it as only benefiting the person enchanted by it. Why would you want to help your opponent by having all their creatures change into 50/60 dinosaurs? Saint sets them up for disaster. She's out to prove Evolution is a load of malarky! With 80% death rating against all neutral creatures and neutralizing... neutral creatures' damage, Saint shows those dinos who's boss. It doesn't matter if it was a Magma Avatar before. It doesn't matter if it was a nearly invincible Nike. It doesn't matter what they were before turning into a dino. Saint is there to smack them upside the head with her ruler of righteous fury!" - Whooh05

Jump To: Cepter-Enchant ~ Creature-Enchant ~ Doublecast ~ In-Battle ~ Map ~ Multi-Step ~ Setup

Creature-Enchant Combos are just what they sound like: An enchantment on a creature that results in more than the sum of its parts, or results in an unusual effect.

 

(creatures with Critical Hit ability)
Simulacrum
G:40
Target creature neutralizes all non-scroll attack damage in battle. User loses (amount of neutralized damage x3G) magic.

"Put Simulacrum on a enemy creature (preferably one with 0 ST) that is next to your creature. Repeatedly invade with your Critical-Hitting character and watch their G go down! The bad part of the Simulacrum thing is that anyone with a little sense will sell that creature off the moment your abuse takes them negative." - Andyman

 
 

(creatures with scroll-neutralization or scroll-reflect ability)
Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.

"Did I say Cait Sith with Buckler was invincible? Now... this really is." - Whooh05
"Gearion is especially impenetrable with this on him - he can't be targeted by any spells that try to remove it. Of course, you'd have to cast it while he's still an Androgear and then have an enemy foolishly try to fight it - or work with a teammate." - DeathMinnow
"Living Mirror... reflects scrolls... reflects non-scrolls. Have fun storming the castle!" - Andyman

 
Armed Princess
ST:40 HP:40 MHP:40 G:250+
Attacks First / Support / HP & MHP cannot be damaged by spells or territory abilities.
Odradek
ST:20 HP:20 MHP:20 G:40
Support / HP & MHP cannot be altered by spells or territory abilities.
Land Protection
G:70
Target territory cannot be targeted by spells or territory abilities (except those that dispel effects).

"Unless your opponent has remove curse or a mass enchantment spell you won't be able to topple these creatures easily, forcing your opponent to engage in hand-to-hand combat." - Jasoya

 
Dryad
ST:20 HP:30 MHP:30 G:60
Land Limit:
Item Limit:
Support / Can move to any vacant land within the area.
Land Protection
G:70
Target territory cannot be targeted by spells or territory abilities (except those that dispel effects).

"Find a green land, become Grimalkin, await your next victim." - Russel09

 
Gas Cloud
ST:30 HP:30 MHP:30 G:70
Item Limit:
Neutralizes: 1/2 of damage received (excludes scroll attacks).
Spiny Agama
ST:20 HP:30 MHP:30 G:50
Item Limit:
Reflects: 1/2 of damage received (excludes scroll attacks). / Territory (80G): Evolves into Seismodon.
Hustle
G:40
In battle, ST & HP+30 to target creature. / Doublecast

"Killing this monster is an ordeal without removing the Hustle first." - Russel09

 
Gelatinous Wall
ST:10 HP:50 MHP:50 G:40
Item Limit:
Defensive / Battle End: User gains (damage received x5G) magic (excludes scroll attacks).
Hustle
G:40
In battle, ST & HP+30 to target creature. / Doublecast

"You go right ahead and attack me with that Knight... you better hope I don't equip Storm Armor!" - Andyman

 
Gemoid
ST:20 HP:20 MHP:20 G:0
Item Limit:
Defensive / HP and MHP cannot be altered by spells or territory abilities. / Does not claim tolls.
Peace
G:70
Target territory cannot be invaded. / Target territory's toll value becomes 0.

"Yes, the lowly Gemoid, the red-headed stepchild of Culdcept Saga. But put a peace on a Gemoid, and it might as well turn into a new card called "Bank." You have to level up land to get your magic totals up, and while this combo won't get you tolls, it will give you a safe place to boost magic reserves. It can't be invaded except through the most creative means (Intrusion is the only card I've seen do this), and it can't be zapped with direct damage.

Of course, the combo is only good if the Peace stays on the Gemoid. That's why I back it up with Tokebis. Boost, sell, then boost somewhere else. All you need is a chain and enough territory powers, you can quickly gain magic without even hitting castles and checkpoints." - Mollarom

 
Gremlin
ST:20 HP:30 MHP:30 G:70
Item Limit:
Battle Start: Destroys opponent's item.
Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.

"In addition to the obvious Reflection-based combos, you could use Gremlin, who would destroy any scroll they attempt to equip, except Tearing Halo." - DeathMinnow

 
Kasha
ST:30 HP:40 MHP:40 G:70
Land Limit:
In Battle: ST & HP+20 if battle territory has an Enchantment upon it.
Greed
G:20
Raises target territory's toll value to 1.5x. / In Battle: HP-10
Hustle
G:40
In battle, ST & HP+30 to target creature. / Doublecast

"Take advantage of Kasha's ability. You can have a 80/90 defender with Hustle or a 50/50 Wolverine with Greed." - Russel09

 
Kelpie
ST:30 HP:30 MHP:30 G:70+
Item Limit:
Stops all passing Cepters other than user when placed on a land.
Greed
G:20
Raises target territory's toll value to 1.5x. / In Battle: HP-10

"The only thing scarier than a Kelpie is a Greedy Kelpie." - Russel09

 
Kelpie
ST:30 HP:30 MHP:30 G:70+
Item Limit:
Stops all passing Cepters other than user when placed on a land.
Peace
G:70
Target territory cannot be invaded. / Target territory's toll value becomes 0.

"Need something to slow down the enemy?  Kelpie with Peace on a level 1 land accomplishes this. This will keep your opponent from effectively taking Kelpie out while you prepare him to become the ultimate road block. Put this peaceful horse in front of a high-level territory and set your opponent up for disaster with a Holy Word 1 or Hypno Sloth." - Whooh05

 
Lead Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: Disables Move and Exchange commands.
Paralyzer
G:50
Adds Paralysis to target creature. / Doublecast

"Lead Idol makes it so you cannot exchange creatures or move spaces. Paralyzer makes it so they can't use items or territory abilities. If you are unable to move them any spaces or exchange them, they are essentially a useless creature holding land until you're ready to take it. Hyde is great with this as he's a Paralyzer on tap. Before your opponent can blink, all of his land is locked and they are unable to do anything about it!" - Whooh05

 
Leprechaun
ST:20 HP:20 MHP:20 G:40+
Battle Start: Gives opponent its own item and forces them to use it.
Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.

"Oh, Mr. Volcanic Dragon, why don't you take this Stormcauser and hit yourself in the face as hard as you can." "Ah, that's a nice scroll you have there, why don't you take this Abyssal Tome instead, I'm sure there some better reading there." - Whooh05
"As long as you have a physical attack item in your hand, you can force them to use it - combine with something like Death Choker for a guaranteed kill." - DeathMinnow

 
Opal Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: In battle, all creatures gain Regenerates ability.
Mutation
G:40
MHP+20 to target creature (up to a maximum of 100). / Adds Poison.

"Opal renders the poison ineffective, and the 20hp makes sure it sticks around for awhile. Mutation is great on any creature while Opal is in play, but putting it right on the Opal Idol itself makes sure poison will never cause any permanent damage." - Zen

 
Revenant
ST:20 HP:50 MHP:50 G:70
Land Limit:
Attack Bonus: Paralysis / In Battle: Transforms into Vampire if battle territory has an Enchantment upon it.
Greed
G:20
Raises target territory's toll value to 1.5x. / In Battle: HP-10

"Try it for yourself and see. :-)" - Russel09

 
Revenant
ST:20 HP:50 MHP:50 G:70
Land Limit:
Attack Bonus: Paralysis / In Battle: Transforms into Vampire if battle territory has an Enchantment upon it.
Hustle
G:40
In battle, ST & HP+30 to target creature. / Doublecast

"What's not to love about a 70/70 Vampire that can use all items and heals whatever damage the Revenant might have sustained?" - Andyman

 
Sage
ST:20 HP:30 MHP:30 G:70
Support / Immune to Destroy Item and Steal Item effects.
Land Protection
G:70
Target territory cannot be targeted by spells or territory abilities (except those that dispel effects).

"Grimalkin that laughs at Gremlin and his assorted items." - Russel09

 
Sea Bonze
ST:20 HP:40 MHP:40 G:70
Land Limit:
Defensive / In Battle: No effects or abilities can be used during battle.
Greed
G:20
Raises target territory's toll value to 1.5x. / In Battle: HP-10

"I'm a big fan of Sea Bonze with Greed. You get your 1.5 toll multiplier, but not the -10 HP in battle. Ditto with Mutation and Sea Bonze. You get the +20MHP, but not the Poison. Of course, you do open yourself up to Exile with both of those combos, but whatever..." - Dirk Dorkelson

 
Sphinx
ST:40 HP:50 MHP:50 G:80++
Land Limit:
Attack Bonus: Confusion / Boost: HP-10 to creatures.
Illness
G:40
In battle, ST & HP-20 to target creature. / Doublecast

"This will kill most green creatures before the fight even begins. (Note: Item effects will factor in prior to Sphinx's negative boost effect.  However, Sphinx will hit before Brontides.)" - Whooh05
"Wave goodbye to any Earth creature with <=30MHP..." - Andyman

 
Thief
ST:20 HP:40 MHP:40 G:30
Battle Start: Steals opponent's item if using no items of your own.
Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.

"Steal any scroll they attempt to use, except for, once again, Tearing Halo. Remember not to equip her, or she won't steal." - DeathMinnow

 
Tokebi
ST:20 HP:30 MHP:30 G:40
Immediate / Territory (0G): Releases target territory from user's control and reverts it to magic.
Spirit Walk
G:20
Target creature can travel to any vacant land within the area when moving.

"Well, here's how it works: You have an empty level 4 or 5 land. You summon Tokebi and move him forward. On your next turn, cast Spirit Walk on it and move it to the vacant land. You know the rest." - Jasoya

Jump To: Cepter-Enchant ~ Creature-Enchant ~ Doublecast ~ In-Battle ~ Map ~ Multi-Step ~ Setup

Doublecast Combos are the lightning strikes in Culdcept Saga. Cast a spell that has the Doublecast ability followed immediately by another spell. Very often these are enabled by a lucky card draw, and there's often no defense against them. They're also ridiculously fun (and evil).

Debility
G:30
ST=0 to target creature. / Doublecast
Lunatic Light
G:70+
Swaps target creature's ST and HP values.

"The original combo - the one that started all this madness. If you can target it and change its MHP (that is, it doesn't have Phantasm on), it's dead." - Andyman
"Great way to finish something off that's been annoying you." - Whooh05

 
Fistfight
G:50
No effects or abilities can be used during battle on the target territory. / Doublecast
Intrusion
G:180
User invades target enemy territory with creature from hand that has no summoning conditions.
Colossus
ST:70 HP:70 MHP:70 G:120
Item Limit:
Does not receive lap recovery. / Cannot be targeted by spells or territory abilities.

"Magma Avatar got you down? Try this handy combo... nothing brightens your day quite like a stone giant falling from the sky to squish your enemy like a bug." - Andyman

 
Paralyzer
G:50
Adds Paralysis to target creature. / Doublecast
Chariot
G:50
Moves target creature belonging to user 2 spaces. / Recycles to Book.

"Unless the creature in the crosshairs of this wicked combo can't be targeted, it's probably dead meat. Even better, because this happens in the Spell phase of the turn, you can probably follow it right up with a swap-in of your preferred land-holder... or use Ahuizotl or Sakuya to change your new land to your color... or Tokebi it for some easy G... oh, the possibilities..." - Andyman

 
Paralyzer
G:50
Adds Paralysis to target creature. / Doublecast
Intrusion
G:180
User invades target enemy territory with creature from hand that has no summoning conditions.

"The infamous 'Para-trusion' combo. Sudden - and unstoppable - death from above." - Andyman

 
Reincarnation
G:50
User discards all cards from current hand and draws an equal number of new cards from their book. / Doublecast
Gift
G:50
Target Cepter gains 100G magic and draws a card.

"Just like hitting a fountain, but you can do it anywhere, anytime!" - Andyman

 
Reincarnation
G:50
User discards all cards from current hand and draws an equal number of new cards from their book. / Doublecast
Wind of Hope
G:40
User draws 2 cards from their book.

"A combination I've cast dozens and dozens of times. These two cards regularly go in my decks together - you can cycle through a brand new hand without going down any cards. Usually, I'll have one less Reincarnation than I have Wind of Hope - 2x Reincarnation + 3x Wind of Hope is how I usually put it together, if I need to really speed up a deck." - April

 
Zap
G:30
Deals 10 damage to target creature. / Doublecast
Magic Bolt
G:50
Deals 20 damage to target enemy creature.

"Any unprotected 30MHP creature goes bye-bye... at only 80G, that sounds like a bargain to me." - Andyman

 
Zap (up to 4x in one turn!)
G:30
Deals 10 damage to target creature. / Doublecast
Insect Swarm
G:80
Deals 20 damage to all creatures in target area that have already taken damage.

"I've been meaning to create a deck based around this combo, Fortress, and Helltic. If you beat me to it, post it!" - Andyman

Jump To: Cepter-Enchant ~ Creature-Enchant ~ Doublecast ~ In-Battle ~ Map ~ Multi-Step ~ Setup

In-Battle Combos are the simplest of all the combos in Culdcept Saga, and often the most effective. Creature + Item = mayhem.

 

 

(all Attacks First creatures not named Nike)

Living Claw
ST:10 HP:20 MHP:20 G:50
Item Limit:
Attack Bonus: Paralysis / Item Creature

"Surprise Nike defender. Keeps non-Attacks First attackers from doing anything but watching their master pay the toll." - Russel09

 
 

 

(all dual-element creatures)

Prismatic Wand
G:80
If the element of user's creature is different from the enemy's, the user's creature gains ST/HP+40.

"Dual element creatures such as Crimson Vine and Stymphalides can use this item to great effect since your opponent's creature must have the exact same element as it for it not to activate. This means that you will get Prismatic Wand to activate against all other creatures except dual-element creatures with the same two elements.

For example, Crimson Vine will be able to activate Prismatic Wand against any mono-color Fire/Air/Water/Green/Neutral creature. The only creatures that the Wand will not work on are other Crimson Vines, Flammefleur, Magma Avatar and Jack-o'-Lantern. Gogma and Warlock are the two gems here. Both have twin elements that are unique to that creature. This means when, for instance, a Gogma uses Prismatic Wand, it will work against every other creature except for other Gogmas." - Russel09

 
 

 

(all dual-element creatures)

Magma Armor
G:50
ST+ (number of creatures in play x10). / HP+ (number of creatures in play x10).

"+10ST for every Fire creature on the map, +10HP for every Earth creature... creatures that are both on the map... but it gets better! If they're running a Fire deck, it's open season on them. If they're running Earth, they might as well be attacking you with Nerf bullets." - Andyman

 
 

 

(all dual-element creatures)

Storm Armor
G:50
ST+ (number of creatures in play x10). / HP+ (number of creatures in play x10).

"+10ST for every Air creature on the map, +10HP for every Water creature... creatures that are both on the map... this could be even more disgusting than its Magma sibling. I mean, with Powder Eater fueling the offense, Frost Beast's reflection ability, and Stymphalides' penetration ability - ouch. With a fuzzy army down, put the armor on Storm Avatar and you could crack 300ST pretty easily." - Andyman

 
 

 

(all scroll-neutralizing/reflecting creatures)

Counter Amulet
G:100
ST=0 / Reflects: All non-scroll attacks.
Gaseous Form
G:70
ST=0 / Neutralizes: All non-scroll attacks.

"Umm, sorry, please go knock somewhere else!" - IVIad IVIaxx

 
 

 

(creatures with Regenerates ability)

Spiked Shield
G:60
Reflects: 1/2 of damage received (excluded scroll attacks).

"Venomouspore? Bone Golem? What's not to love about Spiny Agama-style defense that can take a 90ST+ hit without a scratch? (and probably kill the attacker at the same time!)" - Andyman

 
Bandit
ST:20 HP:20 MHP:20 G:20
Support / Attack Bonus: Steals (damage dealt x2G) magic from opponent.
Death Scythe
ST:70 HP:10 MHP:10 G:40+
Item Limit:
Territory (50G): Evolves into Mummy.

"Invade for a mere combined 60G and steal 180G from your opponent." - Dirk Dorkelson

 
Bandit
ST:20 HP:20 MHP:20 G:20
Support / Attack Bonus: Steals (damage dealt x2G) magic from opponent.
Tonfa
G:70
Attacks twice.

"Especially with a Fay assist, if support from an adjacent creature is added in, plenty of money could be stolen, up to 440G in one shot. More realistically, 2 attack increases would generate 240G stolen." - DeathMinnow

 
Bloody Pudding
ST:20 HP:20 MHP:20 G:30
Item Limit:
Support / Battle Start: MHP+ (supporting creature's MHP). (Up to a maximum of 100).
Behemoth
ST:60 HP:60 MHP:60 G:90+
Land Limit:
Item Limit:
Attacks Last / Battle End: Destroys a single card at random from user's hand.

"Don't like that Behemoth eats a card when he fights? Use him as an Item. He is a very formidable 60/60, which the Bloody Pudding will happily absorb, creating an 80/80 monster, that turns into a 20/80 land holder with Support after the battle. Sure, Colossus is +10/+10 bigger, but he also costs 30G more, and is Rare (making him 240 under Ivory Idol, whereas Behemoth is only 135. That's a lot for 10HP!)" - Zen

 
Cait Sith
ST:20 HP:30 MHP:30 G:60
Land Limit:
Cannot be targeted by spells or territory abilities. / Neutralizes: Attacks from creatures with ST of 40 and up.
Buckler
G:30
Neutralizes: Attacks from creatures with ST of 30 and under.

"I am invincible!!! (except for scrolls)" - Whooh05

 
Centaur
ST:30 HP:40 MHP:40 G:80
Attacks First / Battle End: Items equipped recycle to user's book.
Storm Armor
G:50
ST+ (number of creatures in play x10). / HP+ (number of creatures in play x10).
Stormcauser
G:60
ST+60, HP-30.

"It's the gift that keeps on giving." - Whooh05

 
Cerberus
ST:20 HP:40 MHP:40 G:50+
Land Limit:
Item Limit:
Attacks twice.
Tetrarm
ST:10 HP:40 MHP:40 G:60+
Attacks twice.
Rat Hunter
G:50
Attack Bonus: Transforms opponent into Giant Rat.

"The first swipe turns the enemy into a 10HP creature, and the second swipe kills him." - Sandyman

 
Cockatrice
ST:30 HP:40 MHP:40 G:60+
Item Limit:
Attack Bonus: Transforms opponent into Wall of Stone.
Medusa
ST:30 HP:30 MHP:30 G:50+
Attack Bonus: Transforms opponent into Statue.
Battering Ram
G:30
ST+20 / Attack Bonus: 100% Instant Death against Defensive creatures.

"Turn your opponent into a Defensive a moment before you shatter them with a giant log." - Andyman
"Obviously there are some workarounds to this combo, but in general it seems to work nicely." - Gerbzilla

 
Deathquito
ST:30 HP:20 MHP:20 G:50
Item Limit:
Attacks First / Attack Bonus: Destroys a card at random from opponent Cepter's hand.
Tonfa
G:70
Attacks twice.

"These can be brutal together. Deathquito will take a card regardless, as long as it hits. If it hits twice (via Tonfa) it will take an additional card. With Revelation/Telegnosis, you can drain an opponent's hand in no time with this combo. Don't expect the Deathquito to live long, though. ;-)" - Zen

 
Drool
ST:0 HP:40 MHP:40 G:70
Item Limit:
Penetrates / In Battle: ST= (number of user's territories x10).
Gremlin Tooth
G:50
Battle Start: Destroys opponent's armor, tool, or supporting creature.

"Penetrate + no armor = ...... you figure it out. ;-)" - Russel09

 
Flammefleur
ST:50 HP:40 MHP:40 G:90+
In Battle: ST= (number of territories user owns x10). / Battle End: Destroys opponent if no damage was dealt to opponent during battle.
Gaseous Form
G:70
ST=0 / Neutralizes: All non-scroll attacks.
Petrify Stone
G:50
ST=0 / HP=80

"As long as you have no supporting lands, they're taking a dirt nap." - Andyman

 
Flying Puffer
ST:20 HP:40 MHP:40 G:40++
Item Limit:
Upon Victory: Is destroyed. / Upon Defeat: Destroys opponent.
Stormcauser
G:60
ST+60, HP-30.

"Unless they can withstand an 80ST hit and not hit you back for a mere 10ST, you're both pushing up daisies." - Andyman

 
Frost Beast
ST:0 HP:30 MHP:30 G:40+
Reflects:
Living Mirror
ST:0 HP:30 MHP:30 G:60
Item Limit:
Reflects: Scroll attacks. / Item Creature
Smoke Torch
G:30
Neutralizes: Scroll attacks and Penetrates ability.

"Not quite as invincible as Living Mirror+Reflection, but pretty darned close." - Whooh05

 
Gas Cloud
ST:30 HP:30 MHP:30 G:70
Item Limit:
Neutralizes: 1/2 of damage received (excludes scroll attacks).
Spiny Agama
ST:20 HP:30 MHP:30 G:50
Item Limit:
Reflects: 1/2 of damage received (excludes scroll attacks). / Territory (80G): Evolves into Seismodon.
Living Mirror
ST:0 HP:30 MHP:30 G:60
Item Limit:
Reflects: Scroll attacks. / Item Creature

"This combo has two elements: 1) Protects 30HP creatures from scrolls. 2) Your opponent has to produce between 120ST-220ST to kill this creature depending on the level of the land. 140ST-240ST if Brontides is present." - Russel09

 
Gelatinous Wall
ST:10 HP:50 MHP:50 G:40
Item Limit:
Defensive / Battle End: User gains (damage received x5G) magic (excludes scroll attacks).
Diamond Armor
G:60
Attacks Last / ST-30 / HP+60
Storm Armor
G:50
ST+ (number of creatures in play x10). / HP+ (number of creatures in play x10).

"After taking one look at the Wall's ability, common sense would tell you not to attack unless you are absolutely sure you can kill it. Now, if you come across an overconfident Cepter, show them the error of their ways. Just for emphasis, this ability out-earns Bandit by 2.5x, though it doesn't steal it from the opponent. This lowers its effectiveness to ~25% over the bearded thief, give or take the cost of the cards used in battle. You can also use Quicksand or a Holy Word enchantment to force their hand." - Russel09
"This combo is especially enjoyable when you force it on your opponent with Chariot." - Andyman

 
Grass Strider
ST:40 HP:40 MHP:40 G:250+
Attacks First / In Battle: ST+ (number of opponent's cards in hand x10).
Blaster Ray
G:70
Scroll Attack: 50% chance of moving opponent to a random vacant land.

"Yes, Grass Strider can be a land holder on the board. The two ways to get him are thus: being hit by a Blaster Ray while transformed or... having a Grass Strider die and using Necromancer's ability to bring him as a card to your hand." - Whooh05

 
Gremlin
ST:20 HP:30 MHP:30 G:70
Item Limit:
Battle Start: Destroys opponent's item.
Living Scroll
ST:0 HP:20 MHP:20 G:40
Item Limit:
In Battle: Performs a scroll attack of ST=20 if not equipped with an item. / Item Creature

"Here is some use for the laughable card Living Scroll. Gremlin destroys your opponent's item and then does base HP of damage 20, and unlike the Gremlin + Death Choker combo, Gremlin does not die. This really works well with the Illness + Living Scroll combo as well, or any other means as to decrease the defending creature's base HP." - Jasoya

 
Gremlin
ST:20 HP:30 MHP:30 G:70
Item Limit:
Battle Start: Destroys opponent's item.
Storm Armor
G:50
ST+ (number of creatures in play x10). / HP+ (number of creatures in play x10).

"Nothing says 'hello' like a good B&E (breaking and entering)." - Russel09

 
Jack-o'-Lantern
ST:10 HP:60 MHP:60 G:40+
Attacks Last / Attack Bonus: Steals (own remaining base HP x2G) magic from opponent Cepter.
Tonfa
G:70
Attacks twice.

"Especially if you've pumped its HP with Mutation/Lichenoid and happen to be moving him onto, say, Wall of Stone - double the money stolen. I can easily seem him pulling off 300 or more stolen. Debility would be useful for making sure your target has 0ST when you walk on him. I believe someone referred to this as an 'ATM machine' in the past." - DeathMinnow

 
Leprechaun
ST:20 HP:20 MHP:20 G:40+
Battle Start: Gives opponent its own item and forces them to use it.
Death Choker
G:60
ST+30 / Penetrates / Battle End: Equipped creature is destroyed.

"The housewarming gift from hell!" - The Rambling Monk

 
Leprechaun
ST:20 HP:20 MHP:20 G:40+
Battle Start: Gives opponent its own item and forces them to use it.
Gem of Life
G:20
Battle End: If user's creature's HP is 20 or under, both it and opponent's creature are destroyed.

"What's that? Counter Amulet? No no no... you want to hold this pretty jewel instead..." - Andyman

 
Leshy
ST:30 HP:40 MHP:40 G:50
Defensive / Battle End: Raises level of battle territory by 1.
Silver Plow
G:100
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 100G." - Whooh05

 
Lunatic Hare
ST:20 HP:30 MHP:30 G:20
Battle End: Swaps opponent's ST and HP values.
Abyssal Tome
G:10
Attack Bonus: Transforms opponent into Statue. / Battle End: Equipped creature is transformed into Statue.

"Using Ring of the Succubus with Lunatic Hare is great and all, but this one morphs you into a 50MHP landholder at Battle End on top of the insta-kill. Wicked." - Andyman

 
Lunatic Hare
ST:20 HP:30 MHP:30 G:20
Battle End: Swaps opponent's ST and HP values.
Ring of the Succubus
G:30
Attacks First / Attack Bonus: Opponent's base ST=0.

"Drain their ST to 0 and kill them at the end of combat." - Whooh05

 
Magma Avatar
ST:30 HP:30 MHP:30 G:100+
In Battle: ST & HP=(number of lands owned by user x15).
Storm Avatar
ST:30 HP:30 MHP:30 G:100+
In Battle: ST & HP=(number of lands owned by user x15).
Magma Armor
G:50
ST+(number of creatures in play x10). / HP+(number of creatures in play x10).
Storm Armor
G:50
ST+(number of creatures in play x10). / HP+(number of creatures in play x10).

"Chances are you have like-colored creatures holding the appropriate lands to make the Avatar a beast. Using their respective armor only adds to the effectiveness." - Whooh05

 
Migoal
ST:40 HP:40 MHP:40 G:80+
Critical Hit: / Neutralizes:
Amethyst Ring
G:50
ST+20 / Penetrates:
Beryl Ring
G:50
ST+20 / Penetrates:

"This can be rather unfriendly." - Undisputed Truth

 
Nightmare
ST:30 HP:30 MHP:30 G:50+
Penetrates
Storm Spear
G:20
ST+20 / Critical Hit: When equipped creature is or

"Penetrates + Critical Hit. In this case, 75 damage directly to the HP of the defending creature. Add Fay or Reinforcement to the mix and it's 90. Not even Petrify Stone will stop that one." - Zen

 
Phoenix
ST:30 HP:30 MHP:30 G:40
Item Limit:
Upon Defeat: Returns to user's hand.
Death Choker
G:60
ST+30 / Penetrates / Battle End: Equipped creature is destroyed.

"Throw 60 ST penetration damage at something; it hurts. Phoenix is coming back to hand to use again, while your opponent's creature is hopefully dead." - Fluff

 
Raksas
ST:50 HP:30 MHP:30 G:70+
Upon Victory: Opponent Cepter loses 30% of their most numerous symbol.
Godless Pike
G:40
ST+20 / Upon Victory: Lowers value of symbols of the same element as opponent by 50%.

"Is your opponent only using Brass Idol in his all-symbol deck? Make him pay with a kick to his symbol bank as well as dropping the stock market." - Whooh05

 
Skeleton
ST:30 HP:40 MHP:40 G:30
Item Limit:
Regenerates.
Necro Scarab
G:60
Upon Defeat: Transforms equipped creature into Skeleton.

"Oh man, you killed me... guess I'll just have to break out my... backup Skeleton!" - Andyman

 
Spectre
ST:0 HP:30 MHP:30 G:30
In Battle: ST & HP= (random value between 10 and 70).
Spectre's Robe
G:40
ST & HP+ (random value between 10 and 70).

"Am I gonna be fighting a 20/20 creature or a 140/140 creature? No one knows." - Russel09

 
Spectre
ST:0 HP:30 MHP:30 G:30
In Battle: ST & HP= (random value between 10 and 70).
Stormcauser
G:60
ST+60, HP-30.

"Since Spectre changes before the weapon activates, you have ~58% chance of owning something." - Russel09

 
Spiny Agama
ST:20 HP:30 MHP:30 G:50
Item Limit:
Reflects: 1/2 of damage received (excludes scroll attacks). / Territory (80G): Evolves into Seismodon.
Rat Hunter
G:50
Attack Bonus: Transforms opponent into Giant Rat.

"This is only if you like seeing things kill themselves. However, for it to be guaranteed, make sure to throw in an Anti-Element beforehand." - Undisputed Truth

 
Sulfurous Balloon
ST:10 HP:30 MHP:30 G:15+
Item Limit:
Upon Defeat: HP-30 to opponent's base HP.
Cursed Seal
G:10
Upon Defeat: Deals damage equal to 50% of opponent's base HP.

"When the Balloon dies it deals 30 damage to their HP. When equipped with Cursed Seal the Balloon will deal 30 damage as well as half of the opponent's base HP. So, 40MHP creatures take 50 base damage. 50MHP creatures take 55 base damage. 60MHP creatures take 60 base damage. Not many creatures have more HP naturally than 60MHP. The greatest part of this combo is that it only costs only 25g to use. It's basically a stronger scroll attack than Nuclear Fusion for a quarter of the cost!" - Whooh05

 
Sulfurous Balloon
ST:10 HP:30 MHP:30 G:15+
Item Limit:
Upon Defeat: HP-30 to opponent's base HP.
Death Choker
G:60
ST+30 / Penetrates / Battle End: Equipped creature is destroyed.

"Afraid your opponent will Gaseous Form and keep the balloon from popping? Death Choker not only ensures your balloon will go boom, but likely cause even more damage on its way out the door. 40ST damage with penetrate ability is no laughing matter. Not to mention the fact that there's a nearly guaranteed 30 additional damage when the balloon dies. Not a lot of creatures are going to survive that!" - Whooh05

 
Sulfurous Balloon
ST:10 HP:30 MHP:30 G:15+
Item Limit:
Upon Defeat: HP-30 to opponent's base HP.
Necro Scarab
G:60
Upon Defeat: Transforms equipped creature into Skeleton.

"Pop goes the skeleton!" - Whooh05

 
Sylph
ST:20 HP:20 MHP:20 G:20
Neutralizes: Attacks from creatures with MHP of 40 and up. / Territory (100G): Evolves into Garuda.
Gem of Life
G:20
Battle End: If user's creature's HP is 20 or under, both it and opponent's creature are destroyed.

"Great way to take out a beefy land holder." - Whooh05

 
Tengu
ST:40 HP:40 MHP:40 G:110
Attacks First / Scroll Critical Hit / Can move to any opponent-owned land in the area.
Nuclear Fusion
G:120
Scroll Attack: ST=50

"Hmm Yellow Land BOOOOOOM!" - Whooh05

 
Tengu
ST:40 HP:40 MHP:40 G:110
Attacks First / Scroll Critical Hit / Can move to any opponent-owned land in the area.
Soul Ray
70
Scroll Attack: ST=30 / Battle End: Recycles to Hand

"A 45ST scroll first attack that can visit anything in the area that's sitting on yellow... over... and over... and over..." - Andyman

 
Tetrarm
ST:10 HP:40 MHP:40 G:60+
Attacks twice.
Nuclear Fusion
G:120
Scroll Attack: ST=50

"BOOOOOOM! x2!" - Whooh05

 
Unnameable
ST:40 HP:10 MHP:10 G:20++
Item Limit:
Attacks Last / Instant Death: 70% / Upon Victory: Destroys any cards identical to defeated creature in opponent Cepter's book and hand.
Living Rapier
ST:20 HP:10 MHP:10 G:60
Item Limit:
Attacks First / Item Creature
Ring of the Succubus
G:30
Attacks First / Attack Bonus: Opponent's base ST=0.
Sling
G:40
Attacks First / ST+10 / HP+10

"Let's ramp things up with a little first attack action. This pretty much forces them to use a defensive item or die." - Whooh05

 
Wraith
ST:10 HP:30 MHP:30 G:40+
Instant Death: 50% / Battle End: Is destroyed.
Necro Scarab
G:60
Upon Defeat: Transforms equipped creature into Skeleton.

"Out from the dark robes of the Wraith comes forth his skeletal form." - Jasoya

 
Wraith
ST:10 HP:30 MHP:30 G:40+
Instant Death: 50% / Battle End: Is destroyed.
Tombstone
G:0
Upon Defeat: User draws cards until their hand contains 6 cards.

"Need to refill your hand and take something out at the same time?" - Whooh05

Jump To: Cepter-Enchant ~ Creature-Enchant ~ Doublecast ~ In-Battle ~ Map ~ Multi-Step ~ Setup

Map Combos are accomplished by placing two or more creatures on the map that have boosts or global effects that complement each other or result in an unusual effect.

 

 

(Any creature with a good Attack Bonus or Instant Death ability)

Silver Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: In battle, all defending creatures gain Attacks First ability.

"Ever had problems taking out Nike? Her paralysis makes it nigh impossible to topple her without First Attack. Silver Idol turns Revenant and Trap Spider into pseudo-Nike defenders. This also works well with Medusa and Cockatrice, turning your opponent's invaders into statues and Walls of Stone respectively. Unnameable will make your opponent think twice before invading as every victim erases all copies from their deck at a 70% death rate. Also, short of using First Attack creatures, this pretty much makes Doppelganger very difficult to dethrone." - Whooh05

 
Ahuizotl
ST:30 HP:50 MHP:50 G:60+
Land Limit:
Item Limit:
Territory (80G): Transforms target territory belonging to user into a land.
Sakuya
ST:20 HP:30 MHP:30 G:40+
Land Limit:
Immediate / Territory (80G): Transforms target territory in user's possession to a land.
Storm Avatar
ST:30 HP:30 MHP:30 G:100+
In Battle: ST & HP= (number of lands owned by user x15).
Magma Avatar
ST:30 HP:30 MHP:30 G:100+
In Battle: ST & HP= (number of lands owned by user x15).

"Quick and easy way to make fast chains while turning Avatar into a monstrosity!" - Whooh05

 
Basalt Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: All creatures cannot use abilities that trigger at Battle End or Upon Defeat.
Dragon Lord
ST:70 HP:70 MHP:70 G:250+
Attacks First / Boost: ST+10 to ST=60 or more creatures. / Battle End: Evolves into Dragonewt.

"Dragon Lord transforms back into Dragonewt only at the end of battle. Basalt Idol prevents that from happening." - Jasoya
"Flying Puffer, Lunatic Hare, Leshy, Necro Scarab... Basalt Idol breaks all of these and more!" - Andyman

 
Ebony Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: All creatures cannot use territory abilities.
Granite Idol
ST:0 HP:20 MHP:20 G:60
Item Limit:
Defensive / Global Ability: All Cepters cannot be targeted by Flash spells or Flash territory abilities (except those that dispel Enchantment effects).
Lead Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: Disables Move and Exchange commands.
Marble Idol
ST:0 HP:20 MHP:20 G:70
Item Limit:
Defensive / Global Ability: Creatures of the same type as those already in play cannot be summoned.

"This is the rat pack of idols. Lead holds them in place. Marble keeps things from getting too crowded. Ebony ensures no funny business on the field. Granite stops backstabbing among Cepters. With this group, you have essentially locked the board in just about every way. Creatures can't use territory abilities. They can't move. Cepters can't target Cepters. Only one of each creature can be on the board at one time. Most decks, when approached by this combination, are no longer able to function." - Whooh05

 
Cockatrice
ST:30 HP:40 MHP:40 G:60+
Item Limit:
Attack Bonus: Transforms opponent into Wall of Stone.
Spud Folk
ST:0 HP:40 MHP:40 G:40
Territory (0G): User gains (number of creatures in play x20G) magic. / Upon Defeat: User gains (number of creatures in play x10G) magic.

"Not enough green creatures to cash in on with Spud Folk? Cockatrice is there to remedy that issue by flooding the board with Keith Rich... err... Wall of Stone." - Whooh05

 
Gelatinous Wall
ST:10 HP:50 MHP:50 G:40
Item Limit:
Defensive / Battle End: User gains (damage received x5G) magic (excludes scroll attacks).
Opal Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: In battle, all creatures gain Regenerates ability.

"It's a bottomless bowl of Jell-O! Everybody loves Jell-O!" - Andyman

 
Goblin
ST:20 HP:30 MHP:30 G:0
Borgess
ST:30 HP:30 MHP:30 G:50
Boost: HP+20 to creatures.
Red Cap
ST:20 HP:40 MHP:40 G:50
In Battle: ST & HP= (number of Goblins in play x20). / Boost: ST & HP+20 to all Goblins.
Poseidon
ST:50 HP:60 MHP:60 G:90+
Land Limit:
Boost: HP+20 to defending creatures.

"A 40/70 invader for an offense deck or, for a defense deck, sacrifice Poseidon as food for 40/90 Goblins in the Goblin's Lair" - Jasoya

Jump To: Cepter-Enchant ~ Creature-Enchant ~ Doublecast ~ In-Battle ~ Map ~ Multi-Step ~ Setup

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.

 

 

(all creatures that Neutralize or Reflect scrolls)

Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.
Hold Curse
G:40
Target Cepter's territories with Enchantments cannot be targeted by Enchantment spells or Enchantment territory abilities for 8 rounds.

"No attacks or scrolls will work. Only damage spells and creature move and remove spells like Exile and Replace can take your creature down or away." - Jasoya

 
 

 

(any Immediate creature)

Chariot
G:50
Moves target creature belonging to user 2 spaces. / Recycles to Book.

"Maybe you have your eye on that prime empty real estate 3 spaces away. Why leave it up to a lucky die roll next turn to claim it? Drop that Wolverine, move him 1 space ahead/behind, then Chariot onto it at the start of your next turn." - Andyman

 
 

 

(any Immediate creature)

Goblin's Lair
G:10+
Places Goblin on land occupied by user if it is currently empty. / Adds Goblin's Lair to hand.

"Put down a creature, move it, and then send in a Goblin to back it up next turn." - Jasoya

 
 

(any mass-damage spell or Territory Ability)
Insect Swarm
G:80
Deals 20 damage to all creatures in target area 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
G:10+
Places Goblin on land occupied by user if it is currently empty. / Adds Goblin's Lair 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

 
 

(Attacks First creatures)
Reinforce
G:60
ST+10 to all creatures in target area (up to a maximum of 100).

"This can be particularly brutal to opponents not carrying much/any Attacks First. Throw in Frost Beast as well if you want, he goes well with it." - DeathMinnow

 
 

(deck-compression spells - Find, Wind of Hope, etc.)
Peri
ST:30 HP:30 MHP:30 G:50+
Cannot be targeted by spells or territory abilities. / In Battle: ST & HP+20 when user's book has 3 fewer remaining cards than opponent's book.

"Running a lot of cards that keep you ripping through your deck? Might as well throw in Peri and enjoy a creature that's 50/50 in battle and can't be targeted by spells or territory abilities. Revival can reset your opponent to 50 cards anytime you need it." - Dirk Dorkelson

 
Anti-Element
G:60
Target creature cannot receive land effect.
Night Fiend
ST:20 HP:40 MHP:40 G:70+
Land Limit:
Item Limit:
Attacks First / In Battle: ST+ (level of battle territory x20).

"On a level 5 land, that defender is going down even if they have 100HP to begin with. Weathering neutralizes that pesky blue land restriction." - Whooh05

 
Aurora
G:50
Raises the value of all symbols by 20%.
Grace
G:30
Caster gains 15% of the total value of target Cepter's symbols in magical powers.

"Aurora increases the value of symbols. Grace gives 15% of your symbol value. When one goes up, the other gets better. Simple!" - Whooh05

 
Blynx
ST:20 HP:20 MHP:20 G:40
Item Limit:
Can move to any vacant land within the area. / Cannot be targeted by spells or territory abilities.
 

 
 
(any Immediate creature)

"Hmm, I can't seem to land a creature on that juicy territory. I know! Blynx, move right next to that creature, will ya? Thanks. Okay, Barbarian, time to exchange and invade!" - Jasoya

 
Bone Golem
ST:40 HP:50 MHP:50 G:100+
Land Limit:
Regenerates / Territory (60G): Transforms target Skeleton into Bone Golem.
Spartoi
G:40+
Places a Skeleton on a random vacant land.

"Flood the board with skeletons... Let the domino effect take place with the Bone Golem. Instant army of green nastiness." - Whooh05

 
Brass Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: All Cepters draw two cards when drawing instead of one.
Exile
G:100
Returns 1 creature with Enchantment and no summoning conditions to owner's hand.
Fear
G:100
Returns target Cepter's creature with the lowest MHP to their hand.

"If a creature is returned to your opponent's hand when their hand is full, it is destroyed. Great way to deal with those pesky land holders that you can't beat in a fair fight. Brass will make sure they have a full hand all the time to bounce those critters off of." - Zen

 
Capture
G:80
User chooses an item card from target enemy Cepter's hand and steals it.
Intrusion
G:180
User invades target enemy territory with creature from hand that has no summoning conditions.

"Been having problems getting that troublesome Counter Amulet out of your opponent's hand?  Take that Amulet for yourself and beat them senseless the next turn for making you wait so long." - Whooh05

 
Changeling
G:100
Transforms 2 of the cards remaining in target enemy Cepter's book into Goblins.
Unnameable
ST:40 HP:10 MHP:10 G:20++
Item Limit:
Attacks Last / Instant Death: 70% / Upon Victory: Destroys any cards identical to defeated creature in opponent Cepter's book and hand.

"Use Changeling repeatedly to turn random cards in opponent's book into Goblins and use Unnameable to remove the Goblins from the book. If they don't use the Goblins, then it's still a dead draw for them. Also, getting rid of the Goblins with Unnameable means Changeling won't be wasted by affecting cards you've already changed into Goblins." - scalsband

 
Chariot
G:50
Moves target creature belonging to user 2 spaces. / Recycles to Book.
Influence
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

 
Clay Idol
ST:0 HP:20 MHP:20 G:60
Item Limit:
Defensive / Global Ability: Damage to all creatures from spells and territory abilities is reduced by 10.
Mass Growth
G:30
MHP+5 to all creatures (up to a maximum of 100).

"If your opponent is running a mass damage deck, this combo can easily shut it down. Even if they used Acid Rain, that would only bring this idol down to at least 5 HP. If their deck is overpowered with mass damage spells, this combo will give you more time to do something about it." - Jasoya

 
Comet
G:120+
Lowers level of target enemy territory by 2.
Possession
ST:10 HP:10 MHP:10 G:40
Territory (80G): Steals target level 1 enemy territory, then is destroyed.

"Having a hard time grabbing that creature you really wanted? Comet that land down to level 1 and take them for your own. (Possession also works well with Telekinesis.)" - Whooh05

 
Conspiracy
G:50
User can summon creatures for no magic cost if creatures of higher cost are already in play. Lasts until user reaches the castle.
Gold Idol
ST:0 HP:20 MHP:20 G:70
Item Limit:
Defensive / Global Ability: Requirements for summoning creatures other than magic cost are ignored.

"Start playing everything you got!" - deadlybeings

 
Death Scythe
ST:70 HP:10 MHP:10 G:40+
Item Limit:
Territory (50G): Evolves into Mummy.
Lunatic Light
G:70+
Swaps target creature's ST and HP values.

"Take the land with massive destruction. Turn him into the ultimate land
holder right afterward." - Whooh05

 
Desert Storm
G:80
Prevents changing of levels in any territories in the target area for 2 rounds.
Punisher
G:100
Deals 20 damage to all creatures in territories with Enchantments.

"Cast Desert Storm. Wait until it's off your creatures, then cast Punisher to deal 20 damage to every creature but your own." - Dirk Dorkelson

 
Desert Storm
G:80
Prevents changing of levels in any territories in the target area for 2 rounds.
Revolt
G:70
MHP=40 to all creatures with Enchantments and MHP of 30 and under.

"Gives all your small creatures a leg up with 40MHP. Useful for PE's and Hive Workers." - Russel09

 
Disaster
G:100
HP=1/2 to all creatures with MHP of 60 and up.
Elemental Rage
G:80
Lowers HP of all creatures whose elements differ from the territories they inhabit by 1/2.
Nil
ST:60 HP:60 MHP:60 G:150+
Instant Death: 50% / Battle End: User loses 100G. / Territory (100G): Deals damage to all creatures equal to 50% their MHP value, then is destroyed.

"Each spell reduces HP by 1/2 of non-matching creatures or 60 MHP and above creatures and Nil's territory ability does damage to all creatures equal to half their MHP. Cast either spell on the turn you will pass Nil to clear the board of all creatures affected by the spell in one turn. You can also prep for Elemental Rage by replacing/moving your opponent's creatures or changing their lands and Disaster with Fat Body or Mutation." - scalsband

 
Dream Terrain
G:40
User gains 50% of tolls collected by other Cepters until user reaches the castle.
Fog
G:50
Decreases target territory's toll value by 1/2.

"Turn a base land value of 100 that has a toll value of 2816 (level 5 land with a 5-chain) and reduce your payment to 704 - that's a pretty nice discount!" - Jasoya

 
Gargoyle
ST:30 HP:50 MHP:50 G:90+
Attacks First / In Battle: ST=50 when defending.
Fat Body
G:50
MHP+20, ST-20 to target creature. / Doublecast

"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

 
Gearion
ST:80 HP:80 MHP:80 G:250+
Item Limit:
Attacks First / Cannot be targeted by spells or territory abilities. / Neutralizes: Scroll attacks.
Quicksilver
ST:20 HP:30 MHP:30 G:50
Territory (60G): Evolves into creature with highest MHP currently in play.

"Was it hard to create one of these big nasty guys? With Quicksilver, all you need to do is create one, then flood the board, transforming each into its own monstrosity. Note: Gearion is made by combining Ground Gear and Sky Gear in combat via support. They will form Androgear. Androgear combines with Beast Gear to form Gearion via support." - Whooh05

 
Goblin's Lair
G:10+
Places Goblin on land occupied by user if it is currently empty. / Adds Goblin's Lair to hand.
Wall Transform
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

 
Gogma
ST:40 HP:50 MHP:50
HP:100+
Item Limit:
Attacks First / Territory (200G): Raises target level 1 territory to level 3.
Goblin's Lair
G:10+
Places Goblin on land occupied by user if it is currently empty. / Adds Goblin's Lair to hand.
Tokebi
ST:20 HP:30 MHP:30 G:40
Immediate / Territory (0G): Releases target territory from user's control and reverts it to magic.

"This one takes some setting up, but it's fun when you get it going. Use your Lair to drop little Goblins all around the map, make them middle-class Goblins with Gogma, then sell off the lands with Tokebi. Gogma+Tokebi alone are like Real Estate Flippers gone mad! If you have a chain of 5 or more, each flipped Goblin property will net you 494G. Add Relief/Revelation to taste." - Zen

 
Granite Idol
ST:0 HP:20 MHP:20 G:60
Item Limit:
Defensive / Global Ability: All Cepters cannot be targeted by Flash spells or Flash territory abilities (except those that dispel Enchantment effects).
Disbelief
G:90
All Cepters lose (number of symbols owned x5G) magic.

"Granite stops those pesky symbol cards like Grace and Corruption. Now that the symbol user has been crippled, hit them hard with Disbelief." - Whooh05

 
Granite Idol
ST:0 HP:20 MHP:20 G:60
Item Limit:
Defensive / Global Ability: All Cepters cannot be targeted by Flash spells or Flash territory abilities (except those that dispel Enchantment effects).
Erosion
G:20
If any card exists more than once across all Cepters' hands, said copies of that card are destroyed.

"Players in combo-heavy decks will often respond to a Granite Idol being out by holding powerful cards in their hands until they can get rid of the Granite Idol. When they do this, you pop an Erosion on 'em and wipe 'em all out. I'd be more inclined to pair these cards together in FFA play than I would in one-on-one matches, as the possibility for usefulness increases." - Dirk Dorkelson

 
Grass Strider
ST:40 HP:40 MHP:40 G:250+
Attacks First / In Battle: ST+ (number of opponent's cards in hand x10).
Necromancer
ST:30 HP:30 MHP:30 G:50
Scroll Critical Hit / Territory (30G): Returns last destroyed creature to hand.

"Yes, Grass Strider can be a land holder on the board. The two ways to get him are thus: being hit by a Blaster Ray while transformed or... having a Grass Strider die and using Necromancer's ability to bring him as a card to your hand." - Whooh05

 
Gravity
G:50
All Cepters' next die roll yields a 1.
Scourge
G:80
Decreases magic of all Cepters with Enchantments by 30%.

"Obviously, if you are only going to move one space yourself, you'd like to try and make it useful for yourself first. Second, you could cause all kinds of havoc on the board, depending where other players are located. It's also handy when multiple players are casting Trespass as more than one person approaches the castle at the same time. Follow it up with the Scourge and hit everyone except yourself for 30% of their magic, which is a nice value for the 80G it cost you." - Goavibe

 
Helltic
ST:20 HP:20 MHP:20 G:20+
Territory (60G): Deals 20 damage to target creature.
Hardrock Dragon
ST:50 HP:60 MHP:60 G:140+
Land Limit:
Item Limit:
Attacks First / Neutralizes: / Territory (80G): Deals 30 damage to target or creature.
Lightning Dragon
ST:60 HP:50 MHP:50 G:140+
Land Limit:
Item Limit:
Attacks First / Neutralizes: / Territory (80G): Deals 30 damage to target or creature.
Relief
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book

"Need something gone in a hurry?" - Whooh05

 
Hive Queen
ST:20 HP:40 MHP:40 G:40+
Item Limit:
Territory (20G): Adds Hive Worker to user's hand.
Necromancer
ST:30 HP:30 MHP:30 G:50
Scroll Critical Hit / Territory (30G): Returns last destroyed creature to hand.
Reincarnation
G:50
User discards all cards from current hand and draws an equal number of new cards from their book. / Doublecast

"You need more cards so your Reincarnation has more drawing power? Both of these will put extra cards in your hand that you probably don't care about. With Hive Queen, you're getting a Hive Worker. You can always go back and get more; no reason not to use Reincarnation. With Necromancer, you might get a creature back that you'd like on the field, but if you don't, you've got an extra card that'll help you rip through your deck. It's a win-win." - Fluff

 
Hold Curse
G:40
Target Cepter's territories with Enchantments cannot be targeted by Enchantment spells or Enchantment territory abilities for 8 rounds.
Lead Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: Disables Move and Exchange commands.

"When this combo is used against the opponent while they have negative enchants on their creatures, they can't replace those enchants with positive ones and they can't move or exchange their creatures, thanks to Lead Idol. So, the opposing Cepters must have either a mass-enchant spell, a Cepter-enchant spell, or Cleanse, Remove Curse, and/or a way to get rid of Lead Idol. Otherwise, he or she is stuck with weak creatures for 8 rounds." - Jasoya

 
Lead Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: Disables Move and Exchange commands.
Telekinesis
G:100
Moves target creature 1 space.

"That level 5 Sea Bonze cramping your style? Relocate him onto that empty land next door... or better yet, onto that hungry T-Rex! Presto! Empty level 5 land just waiting for you to Chariot/Telekinesis something onto it!" - Andyman

 
Leshy
ST:30 HP:40 MHP:40 G:50
Defensive / Battle End: Raises level of battle territory by 1.
Telekinesis
G:100
Moves target creature 1 space.
Silver Plow
G:100
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, Telekinesis, 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

 
Lung
ST:0 HP:30 MHP:30 G:50+
Land Limit:
Item Limit:
In Battle: ST & HP=(number of symbols owned by user).
Pressure
G:70
Lowers the value of all symbols by 30%.

"Not willing to spend the big bucks to make Lung a contender? Drop the stock market with Pressure and buy, buy, buy! This has the added benefit of hitting those symbol users where it hurts." - Whooh05

 
Marble Idol
ST:0 HP:20 MHP:20 G:70
Item Limit:
Defensive / Global Ability: Creatures of the same type as those already in play cannot be summoned.
Changeling
G:100
Transforms 2 of the cards remaining in target enemy Cepter's book into Goblins.

"This isn't really all that useful, but I pack four of these (plus Goblin's Lair) in a still-evolving Marble Idol deck I'm playing around with. It's fun to watch your opponent get stuck with a bunch of Goblins he or she can't even use. And if you're playing against a gimmicky theme deck, Changeling can really throw a wrench into the works. (How do you know you'll draw that Powder Eater, or even Revival? Maybe they've been transformed!) That said, Changeling is a weird card. It seems like 100G is a really high cost for what it does." - Dirk Dorkelson

 
Mutation
G:40
MHP+20 to target creature (up to a maximum of 100). / Adds Poison.
Hustle
G:40
In battle, ST & HP+30 to target creature. / Doublecast

"Nothing quite like +30/+50 in combat. Hustle does a good job of overwriting the Poison from Mutation." - Zen

 
Phantasm
G:30
Target creature's HP and MHP cannot be altered by spells or territory abilities.
Lunatic Light
G:70+
Swaps target creature's ST and HP values.

"LL Swaps the ST and HP of a creature. Phantasm prevents the HP from being changed, so this will take that 0/80 Bloody Pudding or 0/100 Powder Eater or what have you, and make it 80/80 or 100/100. Also great for making that Wall of Stone your opponent's Cockatrice so graciously made for you look a little more threatening." - Zen
"Have all those Fat Bodies left your creature a 0/100 blob? Phantasm that blob and send them on the Lunatic Light fitness program. In no time at all, they'll be a 100/100 monstrosity of doom-de-doom!" - Whooh05

 
Possession
ST:10 HP:10 MHP:10 G:40
Territory (80G): Steals target level 1 enemy territory, then is destroyed.
Chariot
G:50
Moves target creature belonging to user 2 spaces. / Recycles to Book.

"Allows you to use Possession's TA on the next turn." - Russel09

 
Powder Eater
ST:1 HP:1 MHP:1 G:0
Item Limit:
Multiplies when moving, leaving copies in both former and new locations.
Fat Body (up to 4x in one turn!)
G:50
MHP+20, ST-20 to target creature. / Doublecast
Spirit Walk
G:20
Target creature can travel to any vacant land within the area when moving.
Aura Blade
G:40
ST+ (MHP value).

"Powder Eater users get fixated on boosting ST with creatures like Fay or spells like Phantasm and Lunatic Light. Either way, the time spent creating the perfect Powder Eater is long and tedious. The risk of having your hard work Wall Transformed or Traded away is ever-present and more vulnerable with every passing turn. With Aura Blade, the giant puffball becomes a rolling boulder of cuddly death before your opponent even realizes what's going on. Multiplying 0/60 critters that turn into 60/60 critters will catch an opponent off-guard. This also has the added benefit of disabling any wayward trades. What's an unprepared opponent going to do with a 0/100 Powder Eater if they don't have the right items to make it scary?" - Whooh05

 
Powder Eater
ST:1 HP:1 MHP:1 G:0
Item Limit:
Multiplies when moving, leaving copies in both former and new locations.
Relief
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

 
Sea Bonze
ST:20 HP:40 MHP:40 G:70
Land Limit:
Defensive / In Battle: No effects or abilities can be used during battle.
Fay
ST:20 HP:40 MHP:40 G:50
Immediate / Territory (60G): ST+20 to target creature (up to a maximum of 100).
Relief
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book
Chariot
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

 
Telekinesis
G:100
Moves target creature 1 space.
Trade
G:100
User chooses and exchanges equal-level territories owned by user and target enemy Cepter.

"Annoyed that you can't topple that level 5? Telekinesis it onto a level 1 land, Trade it to yourself and move back onto the level 5!" - Whooh05

 
Waste
G:70
Target enemy Cepter's creature and item cards cost double magic until target reaches the castle.
Word of Recall
G:80+
Transports target Cepter straight to castle. User cannot roll the die this turn.

"Word of Recall has a nasty habit of preventing your opponent from gaining his/her lap bonus. Throw Waste on them and Recall for even more pain. Since they never officially hit the castle for their lap bonus, they never officially hit the castle to remove the Waste as well. (Warning: This combo is evil incarnate. It will not make you any friends... Enjoy!)" - Whooh05

Jump To: Cepter-Enchant ~ Creature-Enchant ~ Doublecast ~ In-Battle ~ Map ~ Multi-Step ~ Setup

Setup Combos generally involve casting a spell, using a Territory Ability, or summoning a creature to setup a Cepter for a nasty surprise (or a nice benefit) very soon.

 

(anything that does at least 20ST direct damage)
Assassin
ST:40 HP:10 MHP:10 G:20++
Territory (80G): Destroys target creature if it has taken damage of 20 or more, then returns to user's hand.

"The more MHP they have, the more fun this combo becomes." - Andyman

 
Boggart
ST:10 HP:30 MHP:30 G:40
Item Limit:
Claims double the standard toll value. Returns to user's hand if destroyed by spell or territory ability.
Wolverine
ST:30 HP:40 MHP:40 G:80
Item Limit:
Immediate / Toll value for occupied territory becomes 1.5x.
Holy Word 0
G:30
Target Cepter's next die roll yields a 0.

"How to lose 6000G in two turns..." - Whooh05

 
Brass Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: All Cepters draw two cards when drawing instead of one.
Fairy Light
G:60
Every round, target Cepter gains (number of cards in hand x10G) magic. Effect ends when target reaches the castle.
Refuge
G:0+
User gains 80G magic. / Adds Refuge to hand.

"Get infinite manna without running out of cards in your hand (until you reach the castle)." - Jasoya

 
Bulimia
G:50
Destroys a single card at random from hand of target creature's owner at Battle End. / Doublecast
Paralyzer
G:50
Adds Paralysis to target creature. / Doublecast
Deathquito
ST:30 HP:20 MHP:20 G:50
Item Limit:
Attacks First / Attack Bonus: Destroys a card at random from opponent Cepter's hand.
Tonfa
G:70
Attacks twice.

"These can be brutal together. Deathquito will take a card regardless, as long as it hits. If it hits twice (via Tonfa) it will take an additional card. If the opponent's creature survives, Bulimia will take another. Add Paralyzer and your Deathquito wont need to worry about retaliation. With Revelation/Telegnosis, you can drain an opponent's hand in no time with this combo. Don't expect the Deathquito to live long, though." - Zen

 
Dragon Lord
ST:70 HP:70 MHP:70 G:250+
Attacks First / Boost: ST+10 to ST=60 or more creatures. / Battle End: Evolves into Dragonewt.
Armed Princess
ST:40 HP:40 MHP:40 G:250+
Attacks First / Support / HP & MHP cannot be damaged by spells or territory abilities.
Conspiracy
G:50
User can summon creatures for no magic cost if creatures of higher cost are already in play. Lasts until user reaches the castle.

"Free creatures! Get your free creatures here!" - Whooh05

 
Cramp
G:60
ST-20 to all creatures in target area.
Grendel
ST:50 HP:50 MHP:50 G:110+
Critical Hit: Creatures with ST of 20 and under.

"It's dinner time!" - Jasoya

 
Forfeit
G:70+
Target Cepter's symbols of selected element and area are reverted to magic.
Drain Magic
G:80
User steals 30% of target enemy Cepter's magic.

"Smack that symbol-hoarding opponent right in the wallet!" - IVIad IVIaxx

 
Gemoid
ST:20 HP:20 MHP:20 G:0
Item Limit:
Defensive / HP and MHP cannot be altered by spells or territory abilities. / Does not claim tolls.
Lead Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: Disables Move and Exchange commands.
Trade
G:100
User chooses and exchanges equal-level territories owned by user and target enemy Cepter.

"The key to using Trade effectively is giving your opponent the most useless stuff you have. With Gemoid, you're giving them a creature they can't get tolls with, can't use items with, and can't make stronger... making it super-easy for you to kill it. With Lead Idol, you're giving them a creature they can't exchange for something better, because the idol itself prevents it!" - Andyman

 
Illness
G:40
In battle, ST & HP-20 to target creature. / Doublecast
Lunatic Hare
ST:20 HP:30 MHP:30 G:20
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

 
Intrusion
G:180
User invades target enemy territory with creature from hand that has no summoning conditions.
Leshy
ST:30 HP:40 MHP:40 G:50
Defensive / Battle End: Raises level of battle territory by 1.

"Invading with Defensive creatures is fun, and you get +1 to the land as a bonus - or +2 with Silver Plow." - Zen

 
Intrusion
G:180
User invades target enemy territory with creature from hand that has no summoning conditions.
Tokebi
ST:20 HP:30 MHP:30 G:40
Immediate / Territory (0G): Releases target territory from user's control and reverts it to magic.

"As long as it's a creature who wont 1-hit Tokebi, it's a fun way to remove a big land from your opponent, and make money in the process." - Zen

 
Kelpie
ST:30 HP:30 MHP:30 G:70+
Item Limit:
Stops all passing Cepters other than user when placed on a land.
Holy Word 1
G:20
Target Cepter's next die roll yields a 1.

"That Kelpie was just an appetizer, here comes the main course." - Jasoya

 
Kelpie
ST:30 HP:30 MHP:30 G:70+
Item Limit:
Stops all passing Cepters other than user when placed on a land.
Relief
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book

"On a map like Alcyon, you can Relief Kelpie to each of your big blue lands and nail your opponent over and over." - Whooh05

 
Opal Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: In battle, all creatures gain Regenerates ability.
Angry Mask
G:10
Battle End: Deals amount of damage received during battle to opponent's base HP.

"Take the big hit, kill them in return, then heal up to hold your new land better. Fun!" - Andyman

 
Opal Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: In battle, all creatures gain Regenerates ability.
Corrosive Knife
G:20
Battle End: Destroys opponent if they regenerated.

"Opal Idol is great for giving your creatures Regeneration. Unfortunately, your opponent gains this benefit as well. Make things less convenient for them using Corrosive Knife. Regardless of if they take any damage or not, if your creature survives the combat with the knife still equipped, the opposing creature dies. End of story." - Whooh05

 
Reinforce
G:60
ST+10 to all creatures in target area (up to a maximum of 100).
Frost Beast
ST:0 HP:30 MHP:30 G:40+
Reflects:

"The Reinforce beefs up every creature's attacking power, making it easier to move Frost Beast around the board and kill everything. It has the added bonus of making Frost Beast immune to Lunatic Light." - Dirk Dorkelson

 
Senility
G:100
Target creature is destroyed at Battle End.
Powder Eater
ST:1 HP:1 MHP:1 G:0
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

 
Silence
G:70
Prevents target enemy Cepter from using creature cards for 2 rounds.
Kelpie
ST:30 HP:30 MHP:30 G:70+
Item Limit:
Stops all passing Cepters other than user when placed on a land.
Doodle Beetle
ST:10 HP:50 MHP:50 G:40+
Item Limit:
Defensive / Enchanted: Quicksand
Quicksand
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 Doodle Beetle flags it down. Also, you could do a two-step combo by Casting Silence then Quicksand on the next turn." - Russel09

 
Sphinx
ST:40 HP:50 MHP:50 G:80++
Land Limit:
Attack Bonus: Confusion / Boost: HP-10 to creatures.
Illness
G:40
In battle, ST & HP-20 to target creature. / Doublecast

"This will kill most green creatures before the fight even begins. (Note: Item effects will factor in prior to Sphinx's negative boost effect.  However, Sphinx will hit before Brontides.)" - Whooh05
"Wave goodbye to any Earth creature with <=30MHP..." - Andyman

 
Temperance
G:70
MHP=30 to target creature.
Sculpture
G:150+
Transforms all creatures in target area with MHP of 30 and under into Statues.

"My Saint/Mesozoic Song deck also includes this combo (as well as Fat Body, so the Sculpture doesn't get Saint), as well as Angostura, Samurai and Chariot." - Dirk Dorkelson

 
Trade
G:100
User chooses and exchanges equal-level territories owned by user and target enemy Cepter.
Banishing Ray
G:70
Destroys target creature.

"Trade any neutral creature (preferably one with little/no cost) and banish it. Add in something like Spirit Walk or Conjurer and take over the land after you've traded it, as long as it's leveled. I've gotten level 4 and 5 lands this way." - DeathMinnow

 
Wall Transform
G:80
Transforms target creature into a predetermined Defensive creature of the same element.
Battering Ram
G:30
ST+20 / Attack Bonus: 100% Instant Death against Defensive creatures.

"Handy way to get rid of a hard-to-kill land holder." - Undisputed Truth

Jump To: Cepter-Enchant ~ Creature-Enchant ~ Doublecast ~ In-Battle ~ Map ~ Multi-Step ~ Setup

 

Last Updated on Wednesday, 05 June 2013 15:28

Card of the Moment

Jade Idol 360
ST:0 HP:20 MHP:20
G:50
Item Limit:
Defensive / Global Ability: All territories are prevented from undergoing land transformation via spells or territory abilities and are immune to effects that lower land levels.

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