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Multi-Step Combos

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

Last Updated on Wednesday, 05 June 2013 15:54

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G:60
ST-20 to all creatures in target area.

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