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.
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(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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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
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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
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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
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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
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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