This list draws its information directly from the English release of Culdcept Revolt. Some info has been updated to add clarity and/or to correct
errors. If you spot an error we've missed, please let us know!
If you're looking for a sortable and filterable offline list, you can download Whooh05's spreadsheet
here.
Click a card to view it full size. Click on Flavor, Explanation and Advice for a card to show or hide the extra text.
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Archbishop
ST:30 HP:30 MHP:30 G:50
Immune to Destroy Item and Steal Item effects / Vigorous / Secret Art (30G): Removes
from target creature. (Ignores Anti-Spell.)
Flavor
An archbishop who borrows power from the gods to remove curses cast on living things and even bless the land itself.
Explanation
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands. Secret Art = Used as a Spell in the Spell Phase.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Advice
Has a Secret Art to remove enchantments, and the Vigorous ability allows it to use its Secret Art every turn.
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Archchemic
ST:20 HP:30 MHP:30 G:40
Neutralizes: Scroll Attacks / Reduces cost of Terrain Change for the territory this creature is on to 50G.
Flavor
A master alchemist. Using his many potions, he is able to transmute the very land beneath his feet with ease.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
Makes Terrain Change cheaper. However, it has low HP, so it can't defend well. You may want to Exchange it once you've used its effect.
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Armored Dragon
ST:50 HP:60 MHP:60 G:100
Item Limit:
Attacks First / Secret Art (80G): HP-30 to target
creature.
Flavor
A dragon with a metal machine body. Instead of breathing fire, it shoots bullets from its mouth, destroying neutral creatures.
Explanation
Attacks First = Attacks first in a battle, even when defending. Secret Art = Used as a Spell in the Spell Phase.
Advice
A dragon with high cost, but undeniable power. Its Secret Art lets it damage neutral element creatures remotely.
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Baldanders
ST:0 HP:30 MHP:30 G:20
In Battle: Transforms into a random creature.
Flavor
A creature that can morph its body into that of any other living thing. Its true form is both confusing and hideous.
Advice
There's no way to know what this creature will transform into, so battles with it will be a test of your luck. Truly, it is a card of dreams.
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Bandit
ST:20 HP:20 MHP:20 G:20
Support: All / Attack Bonus: Steals (damage dealt x2)G from opponent.
Flavor
A bandit who wanders the roads attacking passing Cepters. Steals not only money, but magic as well.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Advice
If you use a powerful creature as support, you'll be able to steal a lot of magic with this creature.
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Beast Gear
ST:30 HP:30 MHP:30 G:40
Item Limit:
Neutralizes: Scroll Attacks / Anti-Spell
Flavor
A beast-shaped battle machine armored with a special alloy that is unaffected by magic.
Explanation
Neutralizes = Does not receive damage from opponent during battle. Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Advice
Like many neutral creatures, it has a lower cost. Its two abilities help it to defend territory from spells & scrolls.
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Borgess
ST:30 HP:30 MHP:30 G:40
Boost: HP+20 to creatures.
Flavor
A demon scholar whose knowledge of creatures rivals even that of the gods'.
Explanation
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Advice
A creature that increases the HP of neutral element creatures during battle. Essential for books containing mostly neutral creatures.
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Clockwork Owl
ST:20 HP:20 MHP:20 G:10
Item Limit:
Secret Art (40G): Target Cepter can choose movement direction next
turn.
Flavor
An owl made of gears and cogs. The wisdom stored within it can become a light to lead the lost.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Advice
This creature's Secret Art allows you to change which direction you're moving along the map. On some maps, it can let you take big shortcuts.
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Creeping Coin
ST:10 HP:30 MHP:30 G:20
Battle End: User gains 100G / If destroyed in combat or by a spell,
user gains 100G.
Flavor
A magic coin that's taken the form of a spider. When broken, it will release raw magic.
Advice
You'll obtain magic whether this creature survives or not, but it's bad at defending, so you're better off using it to get some quick G.
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Decoy
ST:0 HP:10 MHP:10 G:50+
Item Limit:
Reflects: Normal Attacks
Flavor
A cursed doll that tricks enemies into thinking it's weak and then turns their own blades against them.
Explanation
Reflects = Reflects attack to opponent, does not receive any damage.
Advice
Because it reflects all normal attacks, it's nearly invincible. However, it can be easily killed by scrolls or spells.
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Fighter
ST:40 HP:40 MHP:40 G:30
Flavor
Mercenaries that fight for coin. With the world in constant turmoil, they are a common sight.
Advice
Has high performance for a low cost. However, since it's neutral element, it can't gain the land effect bonus while defending.
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Goblin
ST:20 HP:30 MHP:30 G:0
Flavor
A terrible little imp. It tends to group up and attack lone travelers wandering the roads at night.
Advice
The cost to summon them is 0, so use them freely. However, they have generally poor performance in battle.
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Golden Totem ST:0 HP:30 MHP:30
G:0 Item Limit:
Defensive / Secret Art (0G): Gives its user 200G, then is destroyed.
Flavor
A gold statue. Sometimes offered to the Chief God when praying for prosperity instead of a live sacrifice.
Explanation
Defensive = Cannot invade or be moved with Move Creature. Secret Art = Used as a Spell in the Spell Phase.
Advice
While it costs no magic to summon, it's not great for defending territory. You're better off converting it to magic as soon as possible.
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Great Fossil
ST:0 HP:30 MHP:30 G:30+
Item Limit:
Defensive / Does not claim tolls / Upon Defeat: Transforms into
Tyrannosaurus.
Flavor
A fossil of a mighty Tyrannosaurus. It is said that a mysterious spell is placed on these bones that let them return to life if they are disturbed.
Explanation
Defensive = Cannot invade or be moved with Move Creature. Tyrannosaurus = / ST:50 / HP:60
Advice
Can't take tolls, but is useful for making chains and revives as a strong creature if an enemy attacks it.
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Ground Gear
ST:20 HP:40 MHP:40 G:60
Item Limit:
Support: All / Neutralizes: Scroll Attacks. / Transforms into
Androgear if Sky Gear is used as Support.
Flavor
A walking battle machine that uses the latest technology to dispel scroll-based magic.
Explanation
Support = Use creatures in your hand as items. Neutralizes = Takes no damage in battle. Sky Gear = / ST:40 / HP:40 Androgear = / ST:60 / HP:60
Advice
A defense-oriented creature with the Support ability. It has a unique combination mechanic that is sure to earn it many fans.
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Halfling
ST:30 HP:30 MHP:30 G:50
Anti-Spell / Receives land effect from lands of any element.
Flavor
A member of a race of small people known for their ability to hide well. Can use any terrain to his advantage and can even dodge spells.
Explanation
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Advice
This creature can be placed anywhere without worrying about the land's element. Good at the start of a match when there's land to grab.
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Hidebehind
ST:30 HP:40 MHP:40 G:40
Secret Art (40G): Adds "Land Effect"
to user's target creature.
Flavor
A cowardly fairy that uses its magic to melt into its surroundings. Those who befriend it and gain its magic will have a big advantage in battle.
Explanation
Secret Art = Used as a Spell in the Spell Phase. Land Effect = Gain the land effect, even if your creature's element doesn't match the land's.
Advice
Using this creature's Secret Art, you can grant the land effect to misplaced creatures or even to neutral creatures.
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Ironmonger
ST:20 HP:30 MHP:30 G:10
Secret Art (50G): User draws an Item Card.
Flavor
An ironware merchant with an iron body. Pulls weapons and armor out of... somewhere and offers to sell them to you at low, low prices.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Advice
Because this creature's Secret Art lets you draw items from your book, you can worry less about putting in multiple copies of items you want.
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Legendary Pharos
ST:40 HP:50 MHP:50 G:50+
Item Limit:
Defensive / Does not receive lap recovery / Secret Art (80G):
Summons Statue to all adjacent lands.
Flavor
A magical lighthouse of legend. Any boulders its light falls upon gain life and become its watchmen.
Explanation
Defensive = Cannot invade or be moved with Move Creature. Secret Art = Used as a Spell in the Spell Phase. Statue = / ST:0 / HP:50
Advice
Can claim nearby empty lands for you with its Secret Art. Best used at the beginning of a match. Its cost may be high, but it's definitely worth it.
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Living Amulet
ST:20 HP:10 MHP:10 G:60
Item Creature / Upon Defeat: Revives as Living Amulet if opponent
did not equip a weapon.
Flavor
A living amulet with a recovery spell placed on it. Able to fix itself when damaged, it has been the sole survivor of many battles.
Explanation
Item Creature = Can be used as an item during battle. Ability values & effects are added to the creature it's equipped to.
Advice
A versatile creature that can be used as an item too. Can revive itself many times if your opponent lacks weapons.
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Living Armor
ST:0 HP:40 MHP:40 G:70
Item Creature / In Battle: ST+50 if used as a creature.
Flavor
Living armor with great destructive power that is sealed away when it is being worn.
Explanation
Item Creature = Can be used as an item during battle. Ability values & effects are added to the creature it's equipped to.
Advice
Grants a large amount of HP if used as an item, but as a creature, it has an even larger amount of ST, making it good for invasions.
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Living Bomb
ST:10 HP:30 MHP:30 G:60
Item Creature / Battle End: Destroys opponent and self if your
creature has 20 or less HP left.
Flavor
A living bomb that detonates itself after receiving a large impact.
Explanation
Item Creature = Can be used as an item during battle. Ability values & effects are added to the creature it's equipped to.
Advice
A creature that can also be used as an item, too. When it's near death, it explodes and takes its opponent down with it.
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Living Glove
ST:0 HP:30 MHP:30 G:70
Item Creature / In Battle: ST&HP=(Number of creatures in play with a
different element from this creature x5).
Flavor
A living glove that generates power in the presence of different elemental energies.
Explanation
Item Creature = Can be used as an item during battle. Ability values & effects are added to the creature it's equipped to.
Advice
If this card is used as a creature or equipped to a neutral creature, it will generate more ST & HP than it would if used by an elemental creature.
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Living Helmet
ST:20 HP:30 MHP:30 G:50
Item Creature
Flavor
A living helmet that can be worn as armor, but also has its own will and can attack enemies on its own.
Explanation
Item Creature = Can be used as an item during battle. Ability values & effects are added to the creature it's equipped to.
Advice
Can be used to claim territory or help out one of your creatures. A very versatile card.
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Lunatic Hare
ST:20 HP:30 MHP:30 G:30
Battle End: Swaps opponent's ST and HP values.
Flavor
A mad hare that strikes any who see it with utter insanity.
Explanation
Changes made to the Base ST and MHP will last until the creature reverts to a card.
Advice
Can swap the opponent's ST and HP. If their ST is currently 0, they can be defeated with this ability alone.
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Migoal
ST:40 HP:40 MHP:40 G:40+
Critical Hit: / Neutralizes:
Flavor
An evil angel created by an ancient god by fusing the four elements. A creature of nobility and brutality, its actions cannot be predicted.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent. Neutralizes = Does not receive damage from opponent during battle.
Advice
Has good stats and is useful for both attack and defense. To make the most of this creature, you must pay attention to your enemy's element.
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Nil-Vana
ST:40 HP:40 MHP:40 G:70+
Support:
/ Attacks First / Secret Art (100G): HP-20 to all creatures with an
on them.
Flavor
An incarnation of nihilism. Its strength in battle is clear and the destructive power of its secret skill is feared by all.
Explanation
Support = In battle, this creature can use creatures in your hand as items. Attacks First = Attacks first in a battle. Secret Art = Used as a Spell in the Spell Phase.
Advice
A creature perfect for invasions that has both Support and Attacks First. Its Secret Art can damage all creatures that are enchanted.
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Ninja
ST:40 HP:40 MHP:40 G:70
Attacks First / Scroll Critical Hit
Flavor
A stranger who lives in the shadows. He has swift movements and is a master of scroll magic.
Explanation
Attacks First = Attacks first in a battle, even when defending. Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
This creature has Attacks First, Scroll Critical Hit, and good ability values, making it adept at both offense and defense.
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Ogre Lord
ST:40 HP:50 MHP:50 G:70
Scroll Critical Hit / In Battle: ST+20 if a
or Ogre are
in play / In Battle: HP+20 if a
or Ogre
are in play.
Flavor
The king of all Ogres. His power increases when he can boss around one of his subordinates. The eternal enemy of Cait Sith.
Explanation
Ogre = Red Ogre, Blue Ogre, Green Ogre, Yellow Ogre. Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
If there's other ogres around, this creature performs very well. Of course, because of that, it's best used in an Ogre-based book.
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Red Cap
ST:30 HP:30 MHP:30 G:30+
In Battle: ST & HP= (number of Goblins in play x20). / Boost: ST+20
to all Goblins.
Flavor
A particularly violent member of the goblin tribe distinguished by its red hat. It improves morale in any Goblin squad to have a Red Cap.
Explanation
Goblin = / ST:20 / HP:30 Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Advice
The more Goblins you have out, the better this creature performs. You should use this creature once you've found a way to set up many Goblins.
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Rock Titan
ST:70 HP:70 MHP:70 G:90
Item Limit:
Battle End: ST & MHP-10.
Flavor
A gigantic rock creature with great power and a sturdy body. However, its body has already begun to erode and crumble.
Explanation
Changes made to the Base ST and MHP will last until the creature reverts to a card.
Advice
Although it slowly becomes weak, its stats are still tremendous. Even if you dispose of it later, it's worth the cost to use.
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Saint
ST:30 HP:30 MHP:30 G:50
Instant Death: 100% against
creatures. / Neutralizes:
Flavor
A saint whose holy power is immense. Those with no elemental energy who approach are instantly destroyed.
Explanation
Instant Death = Defeat the opponent regardless of remaining HP.
Neutralizes = Does not receive damage from opponent during battle.
Advice
A creature that specializes in fighting neutral element creatures. Is deadly when facing an opponent that uses a neutral book.
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Samurai
ST:50 HP:30 MHP:30 G:50
Instant Death: 70% against creatures with ST of 40 or greater.
Flavor
A skilled swordsman who relentlessly trained his body and mind. Slices even the mightiest foe's neck with a single strike.
Explanation
Instant Death = Defeat the opponent regardless of remaining HP.
Advice
Often instantly kills opponents with high ST. Because its base ST is high, it's good for invasions.
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Shadowgeist
ST:40 HP:30 MHP:30 G:60
Attacks First / Vigorous / Attack Bonus: Opponent's ST=0.
Flavor
A shadow demon that strikes suddenly and steals the power of its victims before vanishing into the darkness.
Explanation
Attacks First = Attacks first in a battle, even when defending. Base ST = A creature's listed ST without item cards or abilities. Changes to the Base ST last until the creature reverts to a card. Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
This creature's abilities let it disable its foe in invasions and defense. It can also constantly use Move Creature to roam the map & invade.
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Shapeshifter
ST:20 HP:20 MHP:20 G:30
Secret Art (70G): Transforms into same creature as target creature.
Flavor
An amorphous demon that can transform into any creature. However, once it has solidified, it cannot return to its original form.
Explanation
Secret Art = Used as a Spell in the Spell Phase After transforming, ST and MHP will become the base ability values of the new creature.
Advice
This creature's Secret Art lets it copy any creature that has already been placed on the map. Use it to duplicate powerful or expensive creatures.
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Skeleton
ST:30 HP:40 MHP:40 G:30 Regenerates
Flavor
A skeleton manipulated by magic. Even if it's damaged, it will just reform over and over. The only way to defeat it is to shatter it to pieces.
Explanation
Regenerates = If not killed, HP returns to full after battle.
Advice
Has average combat performance, but its Regenerates ability ensures it remains at full health between battles.
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Sky Gear
ST:40 HP:20 MHP:20 G:40
Item Limit:
Attacks First / Support: All / Transforms into Androgear if Ground
Gear is used as Support.
Flavor
A flying battle machine that silently soars through the sky and launches surprise attacks from above the enemy.
Explanation
Support = Use creatures in your hand as items.
Attacks First = Attacks first in a battle. Ground Gear = / ST:20 / HP:40 Androgear = / ST:60 / HP:60
Advice
An offense-oriented creature with the Support ability. It has a unique combination mechanic that is sure to earn it many fans.
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Statue
ST:0 HP:50 MHP:50 G:10
Item Limit:
Defensive / Does not receive lap recovery.
Flavor
A statue in the shape of a creature. This is the eternal end faced by all those who are petrified.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
Has high HP, but it won't heal when you complete a lap like other creatures do. You're best off Exchanging it as soon as it's damaged.
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Steam Gear
ST:50 HP:50 MHP:50
G:60 Item Limit:
Claims
1/2 the standard toll value.
Flavor
An artificial creature powered by a steam engine. Has a body of steel, but since its AI is incomplete, its reactions are slow.
Advice
Has fairly high stats and is useful for both attack and defense. However, since its toll is reduced, it's best to invade with it and then exchange it.
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Stone Jizo
ST:10 HP:30 MHP:30 G:50
Item Limit:
Defensive / Anti-Spell / Secret Art (100G): Transforms targeted
territory into a
land, then is
destroyed.
Flavor
A stone statue with a serene expression. However, it has great power over the land and will sacrifice itself to unleash its power.
Explanation
Defensive = Cannot invade or be moved with Move Creature. Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells. Secret Art = Used as a Spell in the Spell Phase.
Advice
Is able to change any land to a multi-element land with its Secret Art. Best used to break enemy chains, but can only be used once.
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Thief
ST:20 HP:40 MHP:40 G:30 Battle Start: Steals opponent's
item if using no items of your own.
Flavor
A skillful thief. By the time you realize she's even taken something, she's already long gone.
Advice
Enemy Cepters will think twice before using an item against this creature, so it may survive a surprising amount of battles.
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Trojan Horse
ST:0 HP:30 MHP:30 G:30
Item Limit:
Support: All / Penetrates: All
Flavor
The wooden horse used to infiltrate Troy. The enemy will think it's a gift and take it inside, but there are soldiers hidden inside it.
Explanation
Support = In battle, this creature can use creatures in your hand as items. Penetrates = Attacks ignore extra HP gained from the land effect.
Advice
A creature that can raise its ST with Support and ignore the enemy's land effect with Penetrates. It's best used to invade high level enemy lands.
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Tyrannosaurus
ST:50 HP:60 MHP:60 G:75
Item Limit:
Flavor
A large creature that roamed the land in ancient times. Its height can exceed 15 meters.
Advice
Has high HP and is difficult to defeat. An excellent all-around creature. However, be aware that it can't use any armor or scrolls.
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Wonder Wall
ST:0 HP:30 MHP:30 G:10+
Item Limit:
Defensive / Neutralizes:
Flavor
A mysterious wall that exists partially in another dimension. Because of its strange nature, normal attacks do not work on it.
Explanation
Defensive = Cannot invade or be moved with Move Creature. Neutralizes = Does not receive damage from opponent during battle.
Advice
Makes up for its low HP by being able to Neutralize most attacks. Be careful of neutral creatures and cards that ignore Neutralizes.
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Ammon
ST:30 HP:30 MHP:30 G:70
Synergy: (ST &
HP+20). / Anti-Spell
Flavor
A demon with a beast- like appearance. It can avoid spells by turning its body invisible. It uses the power of the earth to make itself stronger.
Explanation
Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Advice
If an earth element creature is in play, this creature's ability values will rise to 50. That and its Anti-Spell ability make it a formidable defender.
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Angry Mob
ST:20 HP:30 MHP:30 G:50+
In Battle: Quickly tap the A Button to increase ST. If ST is raised
above 100 in this way, it becomes 10.
Flavor
An angry, disorganized rabble. They become stronger as they whip each other into a frenzy, but if they become too angry, they start to turn on each other.
Advice
It's difficult to obtain the highest amount of ST possible with this card's effect, but with a bit of practice, you can use it and save on item use.
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Ba-al
ST:50 HP:50 MHP:50 G:40++
Attacks First / Battle End: Destroys a random card from user's hand.
Flavor
The brutal general of the demon army. It appears with a burning wind and rips out its victims' hearts with horrifying power.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
Its Attacks First ability and high ability values make it good for both attack and defense, but it destroys a card from your hand every battle.
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Birdmaiden
ST:30 HP:30 MHP:30 G:65
Item Limit:
Vigorous / Secret Art (50G): Adds "Distant Movement"
to user's target creature.
Flavor
A young girl from the bird tribe. She flies through the sky as gracefully as a bird. Cheerful and kind, she'll lend a helping hand to anyone.
Explanation
Vigorous = Is not Fatigued.
Secret Art = Used as a Spell in the Spell Phase.
Distant Movement = Can move to any vacant land.
Advice
Grants an enchantment that lets creatures move to any land. Best used for snatching up important lands at the start of a match.
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Burnacle
ST:30 HP:60 MHP:60 G:70
Land Limit:
Item Limit:
Defensive / Secret Art (50G): Adds "Blind"
to target enemy creature. (Toll fees are halved.)
Flavor
A colony of fiery barnacles that belch out smoke. Their thick smoke can blanket an entire territory, making it difficult to catch intruders.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Blind = Toll fee is halved.
Advice
A basic Defensive creature. It can use its Secret Art to lower the tolls your opponent's creatures take.
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Burning Titan
ST:60 HP:60 MHP:60 G:90
Land Limit:
Item Limit:
In Battle: ST & HP-30 if user possesses 5 or more territories.
Flavor
A titan wreathed in flame. Its flames are so intense, they can burn away anything in its path. However, its own body will eventually succumb to the flames.
Advice
Has very high ability values and is useful for both offense and defense, but becomes weaker in battle once you've claimed enough territories.
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Cait Sith
ST:20 HP:30 MHP:30 G:50
Land Limit:
Neutralizes: Attacks from creatures with ST of 40 and up. /
Anti-Spell
Flavor
A fairy in the form of a cat. Cunning and swift, it can defeat creatures much bigger than itself and dodge even the trickiest of spells.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Advice
It is strong against magic and creatures with high ST, and is a reliable creature for defending territories.
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Chimera
ST:30 HP:50 MHP:50 G:80+
Item Limit:
Attacks First / ST+10 each time user receives a lap bonus (up to a
max of 100).
Flavor
An artificial creature created by a wizard. Its body has not yet fully formed, but with time, it will become monstrously powerful.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Changes to the Base ST last until the creature reverts to a card.
Advice
Its ST increases as you make more laps. If you place it at the beginning of a match, it will become your strongest creature.
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Conjurer ST:20 HP:30 MHP:30
G:45 Item Limit: Scroll
Critical Hit / Secret Art (80G): Summons Ba-al to vacant land of
user's choice, then is destroyed.
Flavor
A mad summoner who signed a contract with demons. However, he neglected to read the fine print...
Explanation
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase.
Ba-Al = / ST:50 / HP:50
Advice
This card lets you place a Ba-al on any vacant land. This creature is destroyed, but Ba-al's high ability values and Attacks First ability are worth it.
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Creeping Flame
ST:30 HP:50 MHP:50 G:55
Item Limit:
Defensive / Secret Art (30G): Moves to a neighboring land.
Flavor
A bonfire made of angry spirits. Normally a violent pillar of flame, once it's given a target, it will charge towards it as a chaotic firestorm.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Advice
A rare Defensive creature that can move by using its Secret Art.
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Dead Warlord
ST:40 HP:40 MHP:40 G:60+
Synthesis: (ST &
MHP+20). / Boost: ST+10 to invading creatures.
Flavor
General of an army of the dead. It is a ruthless and horrible creature, but it cannot defy those it has signed a contract with.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Advice
Its Boost ability increases the ST of all invading creatures. With this creature placed, it will be easier to capture your enemy's territories.
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Death Leech
ST:20 HP:20 MHP:20 G:20+
Land Limit:
Item Limit:
Secret Art (80G): Destroy target creature that is Fatigued and not
at maximum HP and move to its territory.
Flavor
A massive, mutant leech. Always hunting for prey, it lurks around swamps. When it smells a creature's blood, it leaps on it and drains it dry in an instant.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Advice
A creature with a Secret Art ability that steals territories from enemies that are injured and Fatigued. It can easily claim even the toughest territories.
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Death Scythe
ST:70 HP:10 MHP:10 G:15+
Item Limit:
Secret Art (50G): Evolves into Mummy.
Flavor
A demon with giant, menacing scythes on its arms. It's said that once it has reaped enough souls, it buries itself in the earth and sleeps for 100 years.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Mummy = / ST:20 / HP:50
Advice
A powerful but fragile creature that specializes in invasions. Use it for Move Invasions or evolve it to the more defensive Mummy.
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Domovikha
ST:10 HP:20 MHP:20 G:20
Secret Art (80G): Adds "Anti-Spell"
to user's target creature.
Flavor
A guardian house spirit that lives beneath stoves. As long as the house they inhabit is well maintained, they help keep it warm and clean.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Anti-Spell = Grants the Anti-Spell ability. (Can't be targeted by single-target spells.)
Advice
Its Secret Art lets it give the Anti-Spell ability to your other creatures. However, its ability values are low, so it may be difficult to keep alive.
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Doom Devourer
ST:30 HP:30 MHP:30 G:50
Item Limit:
If user's roll is 3 or less, ST & MHP+10 (max. 100) / Secret Art
(0G): User gains (MHP x2)G then, ST & MHP-10.
Flavor
A beast that feeds on nightmares. It consumes its master's misfortunes and purifies them within its body to convert them into luck.
Explanation
Changes made to the Base ST and MHP will last until the creature reverts to a card.
Secret Art = Used as a Spell in the Spell Phase.
Advice
Every time you roll a low number, this creature's ability values increase. When you use its Secret Art, it will trade its ability values for magic.
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Fay
ST:20 HP:40 MHP:40 G:70
Scroll Critical Hit / Secret Art (50G): ST+20 to target creature (up
to a max of 100).
Flavor
A beautiful witch who grants magical boons to valiant knights who earn her favor.
Explanation
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase.
Changes to the Base ST last until the creature reverts to a card.
Advice
It has a Secret Art that increases ST. Use it to strengthen creatures you're planning to use for Move Invasions.
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Fire Beak
ST:50 HP:40 MHP:40 G:95+
Item Limit:
Attacks First / Critical Hit:
/ Penetrates:
Flavor
A species of flying dragon whose beak is constantly aflame. It hunts down and tears apart creatures of the wind and sea.
Explanation
Attacks First = Attacks first in a battle.
Penetrates = Attacks ignore extra HP gained from the land effect.
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
This powerful creature can show its full force against water and air creatures. It has a steep cost, but that cost matches its destructive ability.
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Fire Drake
ST:30 HP:40 MHP:40
G:80
In Battle: ST+ (Number of creatures in play x5).
Flavor
A dragon born of flames. It absorbs nearby sources of fire into its body and uses that power to destroy its enemies.
Advice
Its ST increases as the number of fire creatures on the map increase. It can become a top invader in a fire book.
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Flame Duke
ST:50 HP:50 MHP:50 G:60+
Attacks First / Critical Hit: When equipped with a weapon. / Battle
End: Recycles equipped items to user's book.
Flavor
A messenger of the Fire God. In the Fire God's absence, he acts as a surrogate and gives power to the spirits of fire.
Explanation
Attacks First = Attacks first in a battle.
Critical Hit = Deals 1.5 times more damage to the opponent.
Recycles = After it is used, the card returns to the user's hand or book.
Advice
A heavyweight creature with top-tier stats and abilities. It costs a lot to summon, but is a champion among attackers.
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Gas Cloud
ST:30 HP:30 MHP:30 G:45
Item Limit:
Neutralizes: 1/2 of damage received from Normal Attacks.
Flavor
A creature made entirely of smoke. Mundane attacks will simply pass through its intangible body.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
It can cut the enemy's attack in half. Because of that, it's useful for both attack and defense.
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General Guan
ST:30 HP:40 MHP:40 G:65+
Item Limit:
Attacks First / In Battle: ST+ (Number of creatures with MHP of 50
and up x5).
Flavor
A brave and valiant god of war. The stronger the enemy army, the more powerful and steadfast he becomes.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
Its ST increases as high HP creatures are placed. It may be difficult to place many high HP creatures, but if you do, this creature will be mighty.
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Gladiator
ST:40 HP:40 MHP:40 G:75
Item Limit:
Critical Hit:
Flavor
A swordsman of formidable skill who is always training and seeking new opponents. His honed blade always seems to find his enemy's weak spots.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
A powerful creature that can inflict a critical hit on almost any opponent. However, it can't use armor, so its ability to defend is limited.
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Hell Pyron
ST:70 HP:60 MHP:60 G:80++
Land Limit:
Item Limit:
Boost: ST+10 to
&
creatures. / Secret Art (30G): User gains (# of creatures destroyed
x30)G, then number is reset.
Flavor
A tremendously powerful devil made of flames. As an overseer of hell, the fate of the souls of the damned are in its hands.
Explanation
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Secret Art = Used as a Spell in the Spell Phase.
"Creatures destroyed" only applies to summoned creatures that were destroyed after this creature was placed.
Advice
It boosts the ST of all fire and earth creatures in play (not just yours). Its ability values are high, but so is its cost, so it's difficult to summon.
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Hive Queen
ST:20 HP:40 MHP:40 G:40+
Item Limit:
Secret Art (20G): Adds Hive Worker to user's hand.
Flavor
Queen of an insect hive. She continually spawns Hive Worker eggs from her immense body.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Hive Worker = / ST:20 / HP:20
Advice
Hive Workers get stronger as more of them are placed, so use this creature's Secret Art to flood the map with them.
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Hive Worker
ST:20 HP:20 MHP:20 G:30
Item Limit:
In Battle: ST & HP+ (number of Hive Workers in play x10).
Flavor
Drones from an insect hive. Weak individually, but when large numbers of them are gathered, they behave like an army. None can stop their march.
Advice
The more of these creatures you place on the map, the higher their ST and HP will rise. Adding a Hive Queen to your book will help you get even more.
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King Varan
ST:60 HP:50 MHP:50 G:100
Item Limit:
Flavor
King of the lizards. It has no need for special abilities, as its powerful body and razor-sharp fangs can destroy most anything that stands against it.
Advice
A creature with high ST suited for invading. Invasions can be made from your hand or by using Move Creature.
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Knight-errant
ST:40 HP:30 MHP:30 G:60+
Synthesis:
(Evolves into Armed Paladin). / Reflects: 1/2 of damage received
from Normal Attacks.
Flavor
A knight in training. He's still learning the art of swordplay, but is a natural at parrying. He dreams of one day becoming a Holy Knight.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Armed Paladin = / ST:0 / HP:50
Reflects = Reflects attack to opponent, does not receive any damage.
Advice
While its ability to reflect damage is useful, if you use its Synthesis ability, it will evolve into a very powerful creature.
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Lavakin
ST:60 HP:30 MHP:30 G:70
In Battle: ST- (number of rounds), HP+ (number of rounds).
Flavor
A creature made fully of lava. When its body is molten, it uses its intense heat to attack fiercely, but as its body cools, it becomes hard as stone.
Advice
As the match goes on, its HP increases and its ST decreases. It may be best to have it invade early on, and then use it to defend after that.
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Lone Beast
ST:20 HP:40 MHP:40 G:80
In Battle: HP+ (this creature's base ST). / Critical Hit: If user
owns territory adjacent to battle territory.
Flavor
A hairy beast creature shunned by people for its terrifying looks. However, it actually has a very gentle personality and values friendship greatly.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
Its ST is added to its HP, so by increasing just its ST, it becomes both stronger and tougher.
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Minotaur
ST:40 HP:40 MHP:40 G:60
Flavor
An ancient creature that is half man, half bull. It stalks its prey and devours it whole. It is feared far and wide.
Advice
A balanced, easy to use creature with solid base stats.
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Mushussu
ST:40 HP:50 MHP:50 G:70+
Item Limit:
Synergy: (ST+20,
HP+10). / Critical Hit:
Flavor
A small species of dragon. They have a snake's head, a lion's body, an eagle's feet, and a scorpion's tail. They are known as guardians of the Earth Temple.
Explanation
Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
It has high basic ability values to begin with, but when its Synergy and Critical Hit abilities are triggered, it can become extremely powerful.
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Nebiros
ST:50 HP:40 MHP:40 G:70+
Attack Bonus: User draws cards until their hand contains 5 cards. /
Critical Hit: If opponent does not equip an item.
Flavor
The cunning general of the devil army. It's not only an excellent fighter in single combat, but also a cunning strategist. It proposes new tactics each time it fights.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
When this creature attacks, you can draw back up to 5 cards in your hand. This and its high ST let it overwhelm an opponent who is out of items.
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Old Willow
ST:20 HP:40 MHP:40 G:70+
Item Limit:
Defensive / Stops all passing Cepters other than user when placed on
a land.
Flavor
A weathered old willow tree with an evil heart. It reaches out with its branches to capture passersby and stuff their bodies into its trunk.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
It forces all enemy Cepters to stop on it, so you can get many tolls. However, you need to make sure it survives their invasions.
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Phlogiston
ST:30 HP:30 MHP:30 G:35
Critical Hit: Creatures with MHP of 40 and under.
Flavor
Tiny fire spirits that usually float about peacefully. When provoked, they become enraged and torch their surroundings to nothing but ash.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
Has Critical Hit, the signature ability of the fire element. This creature can do x1.5 times the damage against the enemies its effect targets.
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Phoenix
ST:40 HP:30 MHP:30 G:40
Item Limit:
Upon Defeat: Returns to user's hand.
Flavor
An immortal bird with a body of flames. When it dies, its body burns away and a new Phoenix is born from the ashes.
Explanation
If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.
Advice
It doesn't have high base stats, but if it's defeated, it will return to your hand. Use it to invade aggressively and don't worry about it dying.
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Pyroculus
ST:10 HP:40 MHP:40 G:30+
Land Limit:
Item Limit:
Synthesis:
Spells (Evolves into Hell Pyron). / Neutralizes: Scroll Attacks.
Flavor
A small flame spirit. Once it has absorbed enough magic, its form changes and it becomes the overseer of hell.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Hell Pyron = / ST:70 / HP:60
Neutralizes = Does not receive damage from opponent during battle.
Advice
This creature can become the very powerful Hell Pyron for a relatively low cost with its Synthesis ability.
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Pyromancer
ST:30 HP:50 MHP:50 G:70
In Battle: Performs a Scroll Attack of ST=30 if not given an item. /
Battle End: ST=20, MHP=30 if the enemy landed an attack.
Flavor
A fire-wielding hero. Can summon giant fireballs to burn through anything, but when wounded, his power leaves him and his flames turn dim.
Explanation
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Changes made to the Base ST and MHP will last until the creature reverts to a card.
Advice
A creature that can make a Scroll Attack without a scroll. It's a natural foe of creatures with Neutralizes and Reflects.
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Python
ST:40 HP:50 MHP:50 G:75+
Item Limit:
Penetrates: Creatures with ST of 40 and up. / Battle End: User gains
100G when invading.
Flavor
A dragon with a body of flames. It melts everything in its path, leaving a trail of devastation behind it. Not even the most stalwart castle can stop its invasion.
Explanation
Penetrates = Attacks ignore extra HP gained from the land effect.
Advice
Its Penetrates ability can hit a wide range of targets and its Battle End ability can help pay for Move Creature, so it's great for Move Invasions.
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Red Ogre
ST:40 HP:50 MHP:50 G:80
Flavor
A member of the ogre tribe, which are strong, but not very bright. Its body color is red and it prefers to live in far-off mountains.
Advice
Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.
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Sharazad
ST:20 HP:30 MHP:30
G:50
Support:
/ Secret Art (30G): Clears
from all Cepters.
Flavor
A legendary storyteller who knows over 1000 tales. Her stories are so thrilling, those who hear them are drawn in and forget bout fighting.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Secret Art = Used as a Spell in the Spell Phase.
Advice
Its Secret Art removes all Cepters' enchantments. This one move can overturn an enemy's strategy.
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Shieldmaiden
ST:40 HP:40 MHP:40 G:80
Vigorous
Flavor
A shield-bearing valkyrie. She hates fighting, but will stand up to protect her loved ones with great ferocity. Her strong heart will never falter.
Explanation
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
Her Vigorous ability lets you repeatedly use Territory Commands. On top of that, her ST and HP are both solid.
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Shocker
ST:10 HP:40 MHP:40 G:70
Attacks First / Vigorous / Attack Bonus: Adds Fatigued to target
creature.
Flavor
A creature that thrives on fear. It will appear suddenly and reveal its horrifying face to its victims. Those who look directly at it will pass out from shock.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
Even if you can't defeat the enemy creature, you can inflict Fatigued on them. It won't affect the battle, but it can trip the opponent up.
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Sigurd
ST:40 HP:40 MHP:40 G:80+
Instant Death: 60% against creatures with ST of 50 and up. /
Neutralizes: Attacks from creatures with MHP of 50 and up.
Flavor
A famous dragon slayer knight. He tirelessly hunts down and slays all giant creatures, but especially enjoys fighting dragons.
Explanation
Instant Death = Defeat the opponent regardless of remaining HP.
Neutralizes = Does not receive damage from opponent during battle.
Advice
An expert at fighting tough creatures. It can easily shut down your enemy's top defenders.
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Sulfurous Balloon
ST:10 HP:40 MHP:40 G:20+
Item Limit:
Upon Defeat: HP-40 to opponent.
Flavor
Spheres filled with poison gas. When ruptured, they explode and spread clouds of poison everywhere.
Explanation
This HP reduction is unaffected by any increases that occurred during battle.
Advice
The damage this creature deals when it's defeated ignores the land effect, so you can use it to wipe out even heavyweight creatures in highly fortified territories.
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Tiamat
ST:60 HP:60 MHP:60 G:110+
Attacks First / Critical Hit:
/ Upon Victory: Changes battle territory to a
land.
Flavor
The dragon god of fire. Its flames breed chaos and destruction all over the world. All lands it invades are burnt to cinders and made part of its fiery kingdom.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
A heavyweight creature with top-tier stats and abilities. Changes all lands in which it wins a battle into fire lands, so it's good for invading anywhere.
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Uriel
ST:40 HP:40 MHP:40 G:90
Critical Hit: Creatures under an
effect. / Secret Art (50G): Removes the Global
currently in effect.
Flavor
The angel of fire. He was sent down to the world to cleanse it of magic. With his flaming sword and wings of fire, he will burn away curses and foul sorceries.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Secret Art = Used as a Spell in the Spell Phase.
Advice
Between its Critical Hit ability and its Secret Art, this creature is an effective counter to an opponent who uses many enchantments.
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Valkyria
ST:30 HP:30 MHP:30 G:70+
Attacks First / Support:
/ Upon Victory: ST+10 (up to a max of 100).
Flavor
The herald of destruction. She sends the soul of every vanquished enemy to the god of destruction and becomes more powerful with each offering.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Attacks First = Attacks first in a battle.
Changes to the Base ST last until the creature reverts to a card.
Advice
A creature specializing in invasions. It has the Support ability and its ST increases with every battle it wins. It's perfect for repeated Move Invasions.
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Volcanic Dragon
ST:50 HP:50 MHP:50 G:80+
Land Limit:
Item Limit:
Attacks First / In Battle: Performs a Scroll Attack of its base ST
value if not equipped with an item.
Flavor
A mighty volcanic dragon. It spews intense flames to incinerate its enemies. Its flames burn away any cover its target tries to hide behind.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Advice
A dragon with high cost, but undeniable power. If it is not given an item, it will perform a powerful Scroll Attack that ignores the enemy's land effect.
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Alp
ST:20 HP:20 MHP:20 G:40
Land Limit:
Secret Art (50G): Make target enemy creature Fatigued.
Flavor
A fairy from the dream world. Not usually seen, as its body is transparent. It grabs on to people and drags them into the dream world with it.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Advice
Its Secret Art lets it inflict Fatigued on an enemy creature. It's not particularly powerful, but it's good for disrupting your enemy's strategy.
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Amazon
ST:40 HP:40 MHP:40 G:70
Attack Bonus: Steals (user's lap number x30)G from enemy Cepter if
this creature is not equipped with an item.
Flavor
A member of an all-female tribe. Their battle prowess surpasses that of most men. They're excellent hunters known to even steal magic.
Advice
The more laps you've completed, the more magic it can steal. However, its ability values are somewhat limited if it's not using a weapon.
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Amphibian Warrior
ST:40 HP:30 MHP:30 G:60
In Battle: ST+20 if battle territory is
or . / HP and MHP cannot be
altered by spells.
Flavor
A warrior adept at fighting both in the sea and on the plains. It uses a mixture of water and air magic to create magic nullifying bubbles.
Advice
A creature best for battles on water and air element lands. It is also immune to spells that reduce its HP.
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Apsaras
ST:20 HP:40 MHP:40 G:40+
Item Limit:
Neutralizes: Normal Attacks when occupied territory is level 3 or
higher.
Flavor
A beautiful water spirit. When surrounded by strong spiritual energy, she can create an invincible ward against hostile creatures.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
This creature will be immune to most forms of attack when on a high level territory, so you can have it guard an important location.
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Aqua Duke
ST:50 HP:50 MHP:50 G:60+
Neutralizes: Normal Attacks when equipped with armor. / Support:
/ HP and MHP cannot be altered by spells.
Flavor
A messenger of the Water God. In the Water God's absence, he acts as a surrogate and gives power to the spirits of water.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Neutralizes = Does not receive damage from opponent during battle.
Advice
A heavyweight creature with top-tier stats and abilities. It costs a lot to summon, but is a champion among defenders.
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Aquahorn
ST:50 HP:30 MHP:30 G:70
Land Limit:
Item Limit:
Neutralizes:
/ Secret Art (30G): Transforms into Mistwing.
Flavor
An oceanic creature with a single large horn. Master of both land and sea. When it senses danger, it swims to the surface and transforms.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase. Mistwing = / ST:30 / HP:40
Advice
This creature's Secret Art lets it swap between two forms. Each form Neutralizes different elements, so use whichever is best for the match.
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Aqualing
ST:20 HP:30 MHP:30 G:40
Neutralizes: Creatures with MHP of 30 and under.
Flavor
A water-dwelling fairy. It absorbs water into its body and dodges enemy attacks. Attacking this fairy is just as difficult as slicing water.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
Has Neutralizes, the signature ability of the water element. Has low stats, but is able to completely block certain attacks.
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Bahamut
ST:60 HP:60 MHP:60 G:110+
Attacks First / Upon Victory: Changes battle territory to a
land. / Regenerates
Flavor
The dragon god of water. Although it looks like a giant fish, it has the power of a god. All lands it conquers become part of its vast ocean domain.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Regenerates = If not killed, HP returns to full after battle.
Advice
A heavyweight creature with top-tier stats and abilities. Changes all lands in which it wins a battle into water lands, so it's good for invading anywhere.
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Bloody Pudding
ST:20 HP:20 MHP:20 G:50
Item Limit:
Support:
/ Battle Start: MHP+ (supporting creature's MHP) (Max. 100).
Flavor
A giant, gelatinous single-celled organism. It cannot tell friend from foe and ravenously devours all who approach it.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Support Creature Item = Creature card used as an item.
Changes to MHP last until the creature reverts to a card.
Advice
Adds the MHP of creatures used as Support to its own MHP. The extra MHP stays as long as it survives, so be sure to feed it often.
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Blue Ogre
ST:40 HP:50 MHP:50 G:80
Flavor
A member of the ogre tribe, which are strong, but not very bright. Its body color is blue and it prefers to live near large bodies of water.
Advice
Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.
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Chironex
ST:30 HP:50 MHP:50 G:50
Item Limit:
Instant Death: 80% chance when defending. / Upon Defeat: User loses
100G.
Flavor
A giant killer jellyfish that shoots poison needles from its tentacles at all those who come near. It is even known to shoot the Cepter who summoned it.
Explanation
Instant Death = Defeat the opponent regardless of remaining HP.
Advice
Its cost is high, but it makes a formidable defender. However, if the enemy does manage to defeat it, it will cost you some magic.
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Deep-Sea Dragon
ST:50 HP:50 MHP:50 G:80+
Land Limit:
Item Limit:
Attacks First / In Battle: Performs a Scroll Attack of its base ST
value if not equipped with an item.
Flavor
A dragon of the deep sea that holds immense power. The intensely cold air it breathes out will freeze anything it touches.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Scroll Attack = Attack with a scroll instead of your creature.
Penetrates the land effect.
Advice
A dragon with high cost, but undeniable power. If not equipped with an item, it can use a powerful Scroll Attack that bypasses its opponent's land effect.
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Echinoderm
ST:20 HP:40 MHP:40 G:70
Item Limit:
Regenerates / Vigorous
Flavor
A huge starfish covered in spikes. It can regenerate any and every part of its body, as long as it isn't killed.
Explanation
Regenerates = If not killed, HP returns to full after battle.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
Thanks to its Vigorous ability, it can keep using Territory Commands to help you develop your lands quickly.
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Fate
ST:10 HP:40 MHP:40 G:60
Upon Defeat: User draws a card. / Secret Art (40G): User draws a
card.
Flavor
A witch that oversees fate itself. She already knows the fate of every Cepter. If you ask nicely, she will tell you your own fate.
Explanation
You cannot draw a card upon defeat if your hand already has 10 cards in it.
Secret Art = Used as a Spell in the Spell Phase.
Advice
Lets you draw extra cards when you need to. Even when it's destroyed, you get one final card. Use it to keep your hand well stocked with cards.
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Gelatinous Wall
ST:10 HP:50 MHP:50 G:30
Land Limit:
Item Limit:
Defensive / Battle End: User gains (damage received from Normal
Attacks x5)G.
Flavor
A cube-shaped gelatinous creature. Halfhearted attacks will simply be absorbed into its body and converted to magic.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
Has high HP and is good for defending territory. If it survives, you will get magic, so your enemy may think twice about attacking halfheartedly.
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Ghost Ship
ST:40 HP:30 MHP:30 G:75
Item Limit:
Synergy: (HP+30). /
Neutralizes: Creatures with ST of 40 and under.
Flavor
A ghost ship that forever wanders the seas. Because it has no physical form, those with weak attacks have trouble damaging it.
Explanation
Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Neutralizes = Does not receive damage from opponent during battle.
Advice
If its Synergy ability is activated, it can become a great defender. On top of that, its Neutralizes ability repels all attacks from weaker creatures.
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Giant Eel
ST:30 HP:50 MHP:50 G:60+
Item Limit:
Neutralizes:
Flavor
Usually found at the bottom of the sea, this colossal eel will surface to attack boats. Because most attacks slip off its slimy body, few can defeat it.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
A creature with high HP. It has the Neutralizes ability to negate damage from certain enemies. It's useful for defending territories.
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Giant Nautilus
ST:10 HP:70 MHP:70 G:80
Land Limit:
Item Limit:
Flavor
An enormous nautilus. It has a gentle nature and has been living quietly in the ocean for hundreds of years. It is sometimes mistaken for an island.
Advice
It has extremely high HP. However, its ST is very low and it cannot use weapons, so it's best used for taking a vacant land.
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Gluey Slug
ST:30 HP:40 MHP:40 G:60
Land Limit:
Item Limit:
Cannot be invaded by Move Creature.
Flavor
A giant slug that sprays large amounts of viscous fluid around itself, causing those who approach to get stuck.
Advice
Can block your opponent's Move Invasions. If you think your opponent is going to try a Move Invasion, use Exchange Creature to swap this in.
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Hellgrammite
ST:30 HP:30 MHP:30 G:60+
Item Limit:
Upon Defeat: Evolves into Serpent Fly.
Flavor
The larval form of a Serpent Fly. When its life is in danger, it will shed its skin and fly off as a Serpent Fly.
Explanation
Serpent Fly = / ST:40 / HP:30
Advice
Even if it's defeated, it stays on its territory as a Serpent Fly. Serpent Fly is an air creature, but still receives the land effect from water lands.
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Hippocampus
ST:20 HP:30 MHP:30 G:40+
Land Limit:
Item Limit:
Neutralizes:
/ Secret Art (60G): Evolves into Kelpie.
Flavor
Legendary creatures used as mounts by Tritons. When fully grown, they climb onto shore and become Kelpies.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase.
Kelpie = / ST:30 / HP:30
Advice
After evolving, this creature makes all enemy Cepters stop on its space, so evolve it at just the right time to spring a surprise trap!
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Hyde
ST:30 HP:30 MHP:30 G:20+
Land Limit:
Secret Art (50G): Adds "Paralysis"
to target creature.
Flavor
The chief of the Sea Monk tribe. His ability to freeze those who lay eyes on him is the most powerful of all his tribe.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Paralysis = Can't attack or use items, and abilities do not activate.
Advice
This creature's Secret Art lets it preemptively disable its enemies. It's useful for making enemy territory easier to capture.
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Id
ST:40 HP:30 MHP:30 G:50++
Synthesis: Creatures (Transforms into discarded creature). /
Neutralizes: Scroll Attacks.
Flavor
A creature that lurks within humanity's collective consciousness. It reads people's minds and changes its form. Few have ever seen its true form.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Neutralizes = Does not receive damage from opponent during battle.
Advice
You can use its Synthesis ability to bring out an extremely powerful creature while ignoring any of its summoning costs.
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Kaiser Penguin
ST:30 HP:50 MHP:50 G:90
Item Limit:
Battle Start: Destroys opponent's tool, scroll, or supporting
creature.
Flavor
An emperor among emperor penguins. It emits a concentrated blizzard from its mouth, freezing items and making them useless.
Advice
Is able to destroy any non-weapon or armor items the opponent may be using. Has good HP on top of that.
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Kawahime
ST:30 HP:40 MHP:40 G:70
Land Limit:
Vigorous / Secret Art (30G): ST-10 to target creature.
Flavor
A female demon that dwells near a river. She lures humans to her, then drains their energy.
Explanation
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Secret Art = Used as a Spell in the Spell Phase.
Changes to the Base ST last until the creature reverts to a card.
Advice
Vigorous lets it use its Secret Art and Territory Commands repeatedly. It can sap the ST of enemy creatures, making them weaker during invasions.
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Kelpie
ST:30 HP:30 MHP:30 G:80+ Item Limit:
Stops all passing Cepters other than user when placed on a
land.
Flavor
Also known as a water horse. This creature inhabits lakes and drags passersby down into the water.
Advice
It forces all enemy Cepters to stop on it. If you can make sure it survives their invasions, you'll have a reliable source of magic.
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King Tortoise
ST:50 HP:60 MHP:60 G:100
Item Limit:
Attacks Last
Flavor
The king of all tortoises, also known as a Tarasque. It moves slowly, but there are few that can oppose its awesome power.
Explanation
Attacks Last = Attacks after the enemy, even when invading.
Advice
Although its basic stats are high, its cost is hefty. On top of that, its Attacks Last ability makes it a poor choice to use for invading.
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Lilith
ST:0 HP:30 MHP:30 G:60
Attacks First / In Battle: ST= (number of cards in user's hand x10).
Flavor
A female vampire who wanders around lakes and drains her victims with her magic claws. Her power depends on the power of her sire.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
This creature's ST rises as you have more cards in your hand. With a full hand, it can be a strong invader.
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Lizardman
ST:30 HP:40 MHP:40 G:70
Attacks First
Flavor
Part man, part lizard, this creature can camouflage itself with its surroundings. Any invaders to its territory are met with a swift ambush.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
Its Attacks First ability paired with a good weapon can let it defeat invaders before they even get a chance to strike.
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Makara
ST:30 HP:40 MHP:40 G:65
Item Limit:
Defensive / Vigorous / Secret Art (100G): Transforms occupied
territory to a land.
Flavor
A water creature with the head of an elephant. It can shoot an endless amount of water from its trunk to completely flood a land.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Secret Art = Used as a Spell in the Spell Phase.
Advice
Its Secret Art lets it change the element of its land at a low cost. It also has the Vigorous ability, so you can use its Secret Art as soon as it's placed.
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Megalodon
ST:50 HP:50 MHP:50 G:40
Land Limit:
Item Limit:
Flavor
A man-eating shark from ancient times. It is so massive, it only needs to bump a small boat with its nose to completely destroy it.
Advice
Has high basic ability values. However, it cannot be summoned in fire, earth, or air lands, making its use somewhat limited.
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Mistwing
ST:30 HP:40 MHP:40 G:70
Land Limit:
Item Limit:
Neutralizes:
/ Secret Art (30G): Transforms into Aquahorn.
Flavor
A creature with the form of a manta ray that flies through the air. Master of the sun and sky, when it senses danger, it dives underwater and transforms.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase.
Aquahorn = / ST:50 / HP:30
Advice
This creature's Secret Art lets it swap between two forms. Each form Neutralizes different elements, so use whichever is best for the match.
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Mycoron
ST:10 HP:30 MHP:30 G:35
Item Limit:
Regenerates / Battle End: If the enemy landed an attack, places a
Mycoron on a random vacant land.
Flavor
This creature shoots its spores into the air when attacked. The spores are carried by the wind and can end up in a number of strange places.
Explanation
Regenerates = If not killed, HP returns to full after battle.
Advice
Claims a new territory for you after every battle. It's best to place it next to a creature with low ST and use Move Creature to fight it over and over.
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Nessie
ST:20 HP:40 MHP:40 G:45+
Item Limit:
In Battle: HP+ (level of battle territory x10) if battle territory
is .
Flavor
A creature of legend said to inhabit old lakes. Some claim to have seen it, but none have ever caught it.
Advice
While on a water element territory, this creature's effect essentially doubles the land effect. The higher the land's level, the tougher this creature becomes.
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Odontotyrannus
ST:50 HP:50 MHP:50 G:70+
Item Limit:
Synergy: (ST+20, HP+10)
Flavor
A horned river monster. When it catches its prey's scent on the wind, it flies into a frenzy that will not subside until it has found and killed its prey.
Explanation
Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Advice
It has high basic stats, and when its Synergy ability increases them even further, it can become a powerful invader.
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Otohime
ST:40 HP:40 MHP:40 G:70+
Boost: HP+10 to defending creatures. / Battle End: Adds "Last
Breath"
to enemy creature.
Flavor
Daughter of the dragon king of the ocean. She grants her protection to all creatures of the sea. Guests who open the box she gives them suddenly age 300 years.
Explanation
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Last Breath = Creature is destroyed at the end of the battle.
Advice
It raises the HP of all defending creatures, so it's best for a book that revolves around protection and defense, without much invading.
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Rahab
ST:60 HP:60 MHP:60 G:80++
Land Limit:
Item Limit:
Neutralizes: Creatures with ST of 50 and up. / Boost: HP+10 to
&
creatures.
Flavor
A demon that dwells in the depths. It possesses great strength, and can defend itself by changing its body into water or ice.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Advice
Its Boost ability increases the HP of all water and air creatures. It's useful, but expensive, so make sure you have enough magic for it.
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Rune Adept
ST:20 HP:20 MHP:20 G:50+
Item Limit:
Scroll Critical Hit / Anti-Spell / Secret Art (100G): Uses the
effect of a
card in user's hand.
Flavor
A master of forbidden magic. After many years of research, he developed a method to harness a card's power without consuming it.
Explanation
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Secret Art = Used as a Spell in the Spell Phase.
Advice
Its Secret Art lets you cast a Spell Card from your hand for a flat cost without using up the card. Find the right spells to use with this and go wild!
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Scylla
ST:30 HP:40 MHP:40 G:60+
In Battle: Disables opponent's Attack Bonus. / Battle End: Adds
"Sleep"
to enemy creature.
Flavor
A demon from the deep ocean. Her poisonous claws make her enemies woozy and the thin layer of mucus that coats her body nullifies certain effects.
Explanation
Sleep = cannot take tolls.
Advice
This creature disables the opponent's Attack Bonus abilities. In addition, it will inflict the opponent with Sleep, making them unable to take tolls.
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Sea Bonze
ST:10 HP:40 MHP:40 G:40
Land Limit:
Item Limit:
Defensive / In Battle: Disables all effects and abilities.
(Activates first.)
Flavor
An advance guard of the Sea Monk tribe's army. The fog wrapped around its body drains its enemies of their powers.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
A creature that negates many effects. It's at its best when under a strong land effect, so have it defend your high-level territories.
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Sludge Titan
ST:50 HP:60 MHP:60 G:90
Item Limit:
Battle Start: If HP is not at maximum, this creature is destroyed. /
Regenerates
Flavor
A colossal pile of sludge. No matter how much damage it receives, it will endlessly regenerate. However, if it dries out, it will crumble to dust.
Explanation
Regenerates = If not killed, HP returns to full after battle.
Advice
Has high ability values and Regenerates, but if it's damaged by a spell, it will be destroyed in its next battle, so keep an eye on it.
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Swamp Spawn
ST:20 HP:40 MHP:40 G:20
Land Limit:
Item Limit:
Defensive / Secret Art (50G): Adds "Dice 1-3"
to target Cepter. (Makes the next dice roll 1 to 3.)
Flavor
A creature born in the murky depths of a swamp. It ensnares Cepters with its long tentacles and drags them down into the depths.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Dice 1-3 = Makes your next dice roll 1-3.
Advice
Its Secret Art controls the dice. It's useful for forcing enemy Cepters into your territory, but also good when you want to stop at a certain land.
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Tentacles
ST:40 HP:50 MHP:50 G:70+
Item Limit:
Regenerates / Battle End: User draws cards until their hand contains
5 cards.
Flavor
A colossal octopus from the deepest depths of the ocean. It uses its large tentacles to reach up to the surface and plunder treasure from passing ships.
Explanation
Regenerates = If not killed, HP returns to full after battle.
Advice
If it survives a battle, it will let you draw until you have 5 cards in your hand. It has high HP and Regenerates, so it's a reliable defender.
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Triton
ST:30 HP:40 MHP:40 G:70
Scroll Critical Hit / Battle End: User draws a card if an item was
equipped to Triton during battle.
Flavor
Half-mermaid warriors known for being master tacticians with a fully-stocked arsenal of weapons.
Explanation
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
A creature that uses scrolls well. When you equip this creature with an item, you can draw a card, so it's quite useful for keeping your hand full.
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Undine
ST:30 HP:30 MHP:30 G:55
Item Limit:
In Battle: HP=(number of user's
territories x20). / Neutralizes:
Flavor
A spirit that effortlessly controls the power of water. It becomes stronger as it absorbs more water energy and any water attack against it will fail to hit its mark.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
Its HP increases depending on the number of water territories you have. That plus its Neutralizes ability makes it a good defender.
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Vigilante
ST:20 HP:30 MHP:30 G:50+
In Battle: Quickly tap the A Button to increase HP. If HP is raised
above 100 in this way, it becomes 10.
Flavor
A group of vigilantes sworn to protect their city. They become more powerful as their blood boils. However, if they get too hot-blooded, they pass out.
Advice
It's difficult to obtain the highest amount of HP possible with this card's effect, but with a bit of practice, you can use it and save on item use.
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Wall of Ice
ST:0 HP:40 MHP:40 G:25
Item Limit:
Defensive / In Battle: HP+20
Flavor
A wall made of ice. Even after it's summoned, it stays frozen due to the frigid winds surrounding it. It will never melt naturally.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
The temporary HP it gets during battle make it a great defender, but means it's more vulnerable to damaging spells than other walls.
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Yeti
ST:40 HP:40 MHP:40 G:60+
Item Limit:
Instant Death: 60% against
creatures. / Neutralizes:
Flavor
A demon of the tundra. Its frozen body can not be melted, and its icy fists extinguish all flames.
Explanation
Instant Death = Defeat the opponent regardless of remaining HP.
Neutralizes = Does not receive damage from opponent during battle.
Advice
This creature has overwhelming power against fire element creatures. Use it when you know your opponent's book contains many fire creatures.
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Barong
ST:30 HP:40 MHP:40 G:60+
Upon Defeat: Returns to user's hand. / Immune to spells that lower
land level or change its element.
Flavor
A holy beast that protects the forest. It will not permit the desecration of its land. Even if it's defeated, it will continually revive.
Explanation
If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.
Advice
Is not affected by spells that lower its land's level or change its element, so it's great for defending. If defeated, it returns to your hand.
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Black Knight
ST:40 HP:40 MHP:40 G:90
Critical Hit: Creatures with ST of 30 and under / In Battle:
Disables opponent's Attack Bonus.
Flavor
Knight with an evil heart. Is ruthless to the weak. His armor is black as his heart and deflects his enemies' special techniques.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
His Critical Hit is useful for invasions. Instant Death does not affect him during battle, so you can entrust him with defending as well.
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Branch Army
ST:30 HP:30 MHP:30 G:80+
In Battle: ST+ (number of
creatures in play x5). / Secret Art (50G): Evolves into Mudman.
Flavor
An army of wooden soldiers. Small, but numerous, once their bodies return to the land, they are reborn as a creature of earth.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Mudman = / ST:20 / HP:40
Advice
This creature gains ST as more earth creatures come into play. Once it's done invading, it can evolve into Mudman, which gains HP instead.
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Brontides
ST:60 HP:60 MHP:60 G:80++
Land Limit:
Item Limit:
Support: / Boost: HP+10 to
& creatures.
Flavor
Ruler of all forested lands. It reigns over the forest with enormous power. It bolsters the strength of its subjects, but also uses them as shields when needed.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Advice
Increases fire and earth creatures' HP and can use them as Support. This creature is powerful, but has steep summon conditions.
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Cactus Wall
ST:10 HP:50 MHP:50 G:50
Item Limit:
Defensive / In Battle: HP+50 if enemy creature is or . / Regenerates
Flavor
A giant cactus that stands as a wall. If you attack it with the power of water or air, it only hardens its body.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Regenerates = If not killed, HP returns to full after battle.
Advice
Against water and air creatures, it gains overwhelming HP. With such a large amount of HP, it can even withstand Scroll Attacks.
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Captain Cock
ST:30 HP:30 MHP:30 G:50+
Item Limit:
Vigorous / Secret Art (60G): Removes Fatigued from user's target
creature.
Flavor
Captain of the chicken army. A hard worker who never rests, he's not happy when his allies are resting. Everyone will wake up when he calls.
Explanation
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Secret Art = Used as a Spell in the Spell Phase.
Advice
Its Secret Art removes Fatigued from its fellow creatures. Not useful in all situations, but indispensable in books centered around Secret Arts.
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Coatlicue
ST:30 HP:50 MHP:50 G:70+
In Battle: ST & HP+20 when user's book has more cards left than
enemy's book. / Secret Art (50G): Destroys top card in target's
book.
Flavor
Earth goddess with the head of a snake. Although she has a scary appearance, she shows mercy to her followers. She blesses one's fate with better fortune.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Advice
A creature that can destroy cards in the enemy's book. If you decrease the number of cards in your opponent's book, it will become more powerful.
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Cockatrice
ST:30 HP:40 MHP:40 G:50+
Item Limit:
Attack Bonus: Transforms opponent into Wall of Stone.
Flavor
A giant chicken with a snake tail. Everything its beak touches is turned to stone.
Explanation
Wall of Stone = / ST:0 / HP:60
Advice
Even if this creature can't defeat its enemy, it will turn them into something that can't fight back.
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Dragon Zombie
ST:40 HP:60 MHP:60 G:85
Land Limit:
Item Limit:
Flavor
A dragon that revived as a corpse. Its power and stamina are the same as when it was alive, but it has lost its special abilities.
Advice
Has high HP and is a reliable defender. However, its cost is high and it cannot use armor.
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Dryad
ST:20 HP:30 MHP:30 G:55
Land Limit:
Item Limit:
Support: / Can move to any vacant land.
Flavor
Forest fairies that can teleport from tree to tree. When spotted by travelers, they disappear before the lucky person can even capture their beauty in their memory.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Advice
A creature that can swiftly secure empty land. Its Support ability will be helpful for defending the territory it captures.
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Dusk Dweller
ST:40 HP:40 MHP:40 G:70+
Attacks First / Upon Victory: ST & MHP+10 (up to a max of 100).
Flavor
A vampire assassin. He has an aura of darkness, but is loyal to his clients. He takes his victims' lives to gain power.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Changes made to the Base ST and MHP will last until the creature reverts to a card.
Advice
It improves its ability values every time it wins a battle. If kept it alive, it can become unstoppable at defending and move invasions.
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Dwarven Miner
ST:30 HP:50 MHP:50 G:70+
Toll value for occupied territory becomes 1.5x. / Secret Art (0G):
User gains (lap number x30)G.
Flavor
A burly dwarven miner. He usually focuses on digging up gems underground, but once he sees the enemy, he fights daringly using his pickaxe as a weapon.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Advice
It increases toll and obtains magic with its Secret Art. A creature well-suited to obtaining magic.
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Earth Spirit
ST:40 HP:30 MHP:30 G:60
MHP+10 when Terrain Change or Land Level Up are used on the
territory this creature is on (up to a max of 100).
Flavor
A mineral spirit. Its body hardens in response to magic poured into the land.
Explanation
Changes to MHP last until the creature reverts to a card.
Advice
Each time you use one of the two Territory Commands, its MHP improves. As the land's value increases, this creature's defense will as well.
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Gargoyle
ST:30 HP:50 MHP:50 G:70+
Attacks First / In Battle: ST=50 when defending.
Flavor
A demon that has skin like stone. It pretends to be a stone statue and ambushes invaders.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
Has both Attacks First and an ability that makes it deal more damage when defending. This is a creature that specializes in repelling invaders.
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Gigantherium
ST:50 HP:60 MHP:60 G:70+
Item Limit:
In Battle: HP-20 if battle territory has an effect upon it.
Flavor
A Fierce Mammalia. When it's enraged, it has a violent temper and tramples trees. It has low resistance to magic, so it weakens when there's magic placed on it.
Advice
It has high ability values, and is exceptional in offense and defense. However, once it's cursed, it drastically weakens.
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Glowhorn
ST:50 HP:40 MHP:40 G:50+
Item Limit:
Synergy:
(ST & HP+20)
Flavor
A large beetle with a burning horn. When there's a nearby source of fire energy, its horn burns even hotter.
Explanation
Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Advice
Its base stats are high. If the conditions are met for its Synergy ability, you can expect a successful invasion.
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Gooba Queen
ST:10 HP:40 MHP:40 G:25+
Item Limit:
Secret Art (20G): Summons Gooba to vacant land of user's choice.
Flavor
Queen of the Goobas. She's filled with eggs to continuously give birth. If you don't exterminate her quickly, you'll find yourself surrounded by Goobas.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Gooba = / ST:0 / HP:10
Advice
This creature can spread Goobas all over for cheap. If you summon it at the start of a match, it can dominate the field.
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Great Tusker
ST:60 HP:50 MHP:50 G:80+
Item Limit:
Neutralizes: Attacks First
Flavor
A beast with giant fangs. When it's enraged, it charges forward. Once that happens, it becomes difficult to land an attack on it.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Attacks First = Attacks first in a battle, even when defending.
Advice
With its high ability values and immunity to damage from creatures that have Attacks First, it makes an excellent invader.
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Green Ogre
ST:40 HP:50 MHP:50 G:80
Flavor
A member of the ogre tribe, which are strong, but not very bright. Its body color is green and it prefers to live in the forest.
Advice
Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.
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Grimalkin
ST:20 HP:30 MHP:30 G:40+
Support:
/ Anti-Spell
Flavor
A cat girl who is so swift, she can even dodge spells. She is fascinated by other living creatures, but in a fight, she'll gladly use them as shields.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Advice
It has low ability values, but its Anti-Spell and Support abilities make it good for defending.
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Hardrock Dragon
ST:50 HP:50 MHP:50 G:80+
Land Limit:
Item Limit:
Attacks First / Secret Art (60G): HP-20 to target or creature.
Flavor
A dragon with a body of stone. The noxious breath it exhales is extremely harmful to fire and air creatures.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Advice
A dragon with a high cost, but undeniable power. Its Secret Art lets it damage fire and air element creatures remotely.
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Healer
ST:10 HP:40 MHP:40 G:80
Regenerates / Vigorous / Secret Art (10G): Recovers target user's creature's HP by 30.
Flavor
A medicinal herbalist. With her abundant knowledge of medicinal herbs, she can heal any injuries.
Explanation
Regenerates = If not killed, HP returns to full after battle.
Vigorous = Is not Fatigued.
Secret Art = Used as a Spell in the Spell Phase.
Advice
Its Secret Art can heal other creatures, and its Vigorous ability means it can use its Secret Art every turn.
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Jackalope
ST:20 HP:30 MHP:30 G:60
Item Limit:
Support: /
If destroyed by a spell, transforms into Great Tusker.
Flavor
A rabbit with horns. It may not seem much different from a normal rabbit, but it has a great power inside that is released when it is overwhelmed by magic.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Great Tusker = / ST:60 / HP:50
Advice
When it's destroyed by a spell, it transforms into a powerful monster. Because of this, it can be used as a deterrent to your enemy's spells.
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Jormungandr
ST:60 HP:60 MHP:60 G:110+
Attacks First / Regenerates / Upon Victory: Changes battle territory
to a
land.
Flavor
Dragon god of the earth. It has a large body that is capable of wrapping around a mountain. Its large body erodes the land around it.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Regenerates = If not killed, HP returns to full after battle.
Advice
A heavyweight creature with top-tier values and abilities. Changes all lands in which it wins a battle into earth lands, so it's good for invading anywhere.
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Land Urchin
ST:20 HP:50 MHP:50 G:50
Item Limit:
Defensive / Cannot be invaded by Move Creature.
Flavor
A giant sea urchin. Because of its spikes, it's difficult to approach it. Each spike is the size of a pillar.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
Can prevent Move Invasions. When you think an enemy will try to move onto one of your territories, use Exchange Creature to swap this creature in.
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Leshy
ST:30 HP:40 MHP:40 G:40
Defensive / Battle End: Raises level of battle territory by 1.
Flavor
A forest spirit whose body is connected to the ground. Every time it receives damage, it converts it to magic and uses that to fertilize the surrounding land.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
Increases your territory's level when you successfully defend. Be sure to use defense items to make sure it survives.
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Lichenoid
ST:30 HP:30 MHP:30 G:60
Secret Art (30G): MHP+10 to target creature (up to a max of 100).
Flavor
A resident of the forest with a body of moss. It has a gentle personality and shares its powers of growth with others.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Changes to MHP last until the creature reverts to a card.
Advice
Its Secret Art can increase creatures' MHP. Use it to bolster your weaker creatures.
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Mormo
ST:20 HP:30 MHP:30 G:60
Land Limit:
Support: /
Synergy:
(ST+30) / Scroll Critical Hit
Flavor
The young daughter of the Queen of Hell. She is skilled with scroll spells. The red axe she uses increases her power when it absorbs fire energy.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
If the conditions of its Synergy ability are met, its ST will increase. Its Support and Scroll Critical Hit abilities help it do well in invasions.
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Moss Titan
ST:50 HP:30 MHP:30 G:65
Item Limit:
MHP+10 each time user receives a lap bonus. / If MHP is greater than 80, MHP
becomes 30.
Flavor
A moving pile of moss. It grows slowly and becomes giant. However, if it gets too large, the moss will start falling off the sides of its body.
Explanation
Changes to MHP last until the creature reverts to a card.
Advice
Its MHP gradually improves with time, but if it exceeds 80, it will return to its original form, so be aware of its current MHP.
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Mudman
ST:20 HP:40 MHP:40 G:55
Land Limit:
Item Limit: In Battle:
HP+ (number of creatures in play x5).
Flavor
A monster man with a body made out of mud. The stronger the power of the earth grows, the bigger it gets.
Advice
Its HP increases depending on the number of earth element creatures occupying territory. A great addition to any earth-focused book.
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Mummy
ST:20 HP:50 MHP:50 G:45
Item Limit:
Defensive / Upon Defeat: User gains (lap number x40)G.
Flavor
A mummified corpse that walks once more. When the mummy crumbles to dust, it reveals the way to the treasure buried with it in its tomb.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
A creature that specializes in defense. If it does manage to be defeated, it leaves magic behind.
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Odradek
ST:20 HP:20 MHP:20 G:40
Support: All / HP and MHP cannot be altered by spells.
Flavor
A tiny tree fairy. It's very petite and is sometimes mistaken for a simple carving. Because of its appearance, not many people notice it.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Advice
It's immune to damage from spells, so it's great for defense. It has the Support ability, but its ability values are low, so don't have it fight without help.
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Pixie
ST:20 HP:30 MHP:30 G:60
Support: / Vigorous
Flavor
A petite fairy. It may look cute and innocent, but it can sweet talk others into being its shields. It's a surprisingly cunning creature for something so cute.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
Because of its Vigorous ability, you can have it use Territory Commands repeatedly. This can help you quickly develop your lands.
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Rock Shell
ST:40 HP:30 MHP:30 G:60
Item Limit:
Secret Art (50G): Adds "Peace"
to itself.
Flavor
A giant snail with a stone shell. When it hides itself in its shell, it is disguised as a boulder. Those who wish to hunt it will have to go home empty-handed.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Peace = Cannot be invaded and toll value becomes 0 G.
Advice
Casts the Peace enchantment that prevents invasions and taking tolls. Lets you create a territory that is more difficult for the enemy to attack.
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Rock Troll
ST:50 HP:50 MHP:50 G:90
Land Limit:
Regenerates
Flavor
A troll with skin is as sturdy as a rock. This creature has incredible regenerative powers. Because of that, it is feared by many.
Explanation
Regenerates = If not killed, HP returns to full after battle.
Advice
It has high ability values and the Regenerates ability. It recovers all of its damage from battle, so it is a reliable defender.
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Sage
ST:20 HP:30 MHP:30 G:80
Support: All / Immune to Destroy Item and Steal Item effects. /
Scroll Critical Hit
Flavor
A sage of the forest. He is very knowledgeable about magical items and takes care to keep them from being misplaced or broken.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
Its ability values may be low, but its Support ability will let it defend your territory well.
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Sakuya
ST:20 HP:30 MHP:30 G:30+
Land Limit:
Secret Art (120G): Transforms target territory in user's possession
to a land.
Flavor
An earth spirit who protects the forest. No matter how devastated the land is, she can use her power to turn it into a lush forest.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Advice
It can transform a land in your possession to the earth element. It's weak, so you will need to support it against your enemy's attacks.
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Screamer
ST:20 HP:40 MHP:40 G:30
Land Limit:
Item Limit:
Defensive / Secret Art (40G): Adds "Nullified Land Effect"
to target creature.
Flavor
A giant mushroom. Keen on sensing danger, it screams to let its allies know. Enemies will have their cover blown and will no longer be able to hide.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Nullified Land Effect = Cannot obtain land effect.
Advice
Its Secret Art lets it cancel the enemy creature's land effect. Best used on high level territory you want to invade.
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Shankrubber
ST:20 HP:20 MHP:20 G:40
Item Limit:
Anti-Spell / Secret Art (30G): Adds "Immobilize"
to target creature.
Flavor
A phantom beast with the form of a weasel. It wraps around a creature's leg to bind it. It's so quick, the enemy can't grab it.
Explanation
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Secret Art = Used as a Spell in the Spell Phase.
Immobilize = cannot be moved with the Move Creature Territory Command.
Advice
Its Secret Art prevents creatures from using Move Creature. This can shut down an enemy that relies on move invasions.
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Spitting Cobra
ST:40 HP:40 MHP:40 G:80
Item Limit:
Secret Art (30G): Adds "Poison"
to target creature.
Flavor
A poison-spitting cobra. Since it spits poison from its fangs, it can attack without biting the enemy.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Poison = At end of battle, HP decreases by 1/2 of MHP.
Advice
The Poison enchantment itself is useful, but you can also use it to overwrite an enemy's beneficial enchantment.
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Sproutling
ST:20 HP:30 MHP:30 G:60
Receives land effect from lands. /
Secret Art (50G): Evolves into Old Willow.
Flavor
A young root fairy. It uses its roots as feet to walk around, even though it's a plant. When it finds fertile soil, it plants its roots and grows.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Old Willow = / ST:20 / HP:40
Advice
After evolving, this creature makes all enemy Cepters stop on its space, so evolve it at just the right time to spring a surprise trap!
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Squirrine
ST:20 HP:30 MHP:30 G:50
Item Limit:
Support: All
Flavor
A small animal similar to a squirrel that lives in the forest. It's powerless on its own, but it moves in groups that work together to protect each other.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Advice
Has Support, the signature ability of the earth element. This ability lets you use the creatures in your hand as though they were items.
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Sylvan Duchess
ST:50 HP:50 MHP:50 G:60+
Support: /
Regenerates / Battle Start: Destroys opponent's tool, scroll, or
supporting creature.
Flavor
A messenger of the Earth God. In the Earth God's absence, she acts as a surrogate and gives power to the spirits of earth.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Regenerates = If not killed, HP returns to full after battle.
Advice
A heavyweight creature with top-tier stats and abilities. It can negate any backup or gear the enemy might have.
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Tiger Weta
ST:30 HP:40 MHP:40 G:60
Item Limit:
In Battle: ST & HP+20 if user owns territory adjacent to battle
territory.
Flavor
Giant cricket. It has limited power when it's alone, but they become a threat when in a group. Even a brawny warrior may have to travel another route.
Advice
Its condition is simple to satisfy and increases both its ST and HP. A solid creature for any role.
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Unnameable
ST:50 HP:10 MHP:10 G:30++
Attacks Last / Instant Death: 70% / Upon Victory: Destroys any cards identical to defeated creature in opponent's book and hand (80%).
Flavor
An unknowable creature from another dimension that breaks its victims with its mere appearance. The souls of those who die fall into a different dimension.
Explanation
Attacks Last = Attacks after the enemy, even when invading.
Instant Death = Defeat the opponent regardless of remaining HP.
Advice
Its ability to erase all copies of its victim strikes fear into the enemy. Since it has Attacks Last, you'll need to make sure it survives.
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Wall of Stone
ST:0 HP:60 MHP:60 G:25
Item Limit:
Defensive
Flavor
A living wall of stone created with magic. It's extremely hard and difficult to destroy.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
Has high HP and is good for defending territory. However, it cannot use armor, so be careful.
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Werebear
ST:20 HP:40 MHP:40 G:40+
Synthesis: (ST+30, MHP+10) / Vigorous
Flavor
A man who becomes a bear. He deceives enemies by approaching in his human form, and then transforms into a gigantic bear and mauls them.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
Its performance improves greatly when you use its Synthesis ability. Even without that, its Vigorous ability still makes it useful.
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Woodfolk
ST:30 HP:40 MHP:40 G:75
Item Limit:
Support: All
Flavor
Tree people known as the protectors of the forests. Loved by all the inhabitants of the forest. If need be, the entire forest will rise up to help them.
Explanation
Support = In battle, this creature can use creatures in your hand as items.
Advice
Since it can receive support from any kind of creature you have, it's good for defense. However, it cannot use weapons, so it's not great for invading.
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Aero Duchess
ST:50 HP:50 MHP:50 G:60+
Attacks First / Scroll Critical Hit / Secret Art (50G): HP&MHP-10 to target enemy creature.
Flavor
A messenger of the Wind God. In the Wind God's absence, she acts as a surrogate and gives power to the spirits of wind.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase Changes to MHP last until the creature reverts to a card.
Advice
A heavyweight creature with top-tier ability values and abilities. You can use its Secret Art to soften up formidable enemies from afar.
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Blitz Raven
ST:30 HP:20 MHP:20 G:30
Item Limit:
Attacks First
Flavor
A huge raven charged with lightning. It flies in a thundercloud and attacks faster than the eye can see.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
Has Attacks First, the signature ability of the air element. This allows your defenders to get the first strike in a battle.
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Breeze Spirit
ST:20 HP:30 MHP:30 G:50
Land Limit:
Can move to any vacant or
land.
Flavor
A soft spirit made of a summer's breeze. It drifts on the wind and can slip past enemies and fly far and free.
Advice
A creature that can move to faraway empty lands. Useful at the start of a match when there are plenty of lands available.
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Caladrius
ST:30 HP:30 MHP:30 G:60
Item Limit:
Attacks First / Secret Art (40G): Adds "Ability +20"
to target creature.
Flavor
A sacred white bird. The light that falls from its shining wings can revive the weak.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Ability +20 = In Battle: ST & HP +20.
Advice
Has a Secret Art that increases your creatures' ST and HP. It's not flashy, but if used well, it can be the support a low-cost book needs.
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Centaur
ST:30 HP:40 MHP:40 G:80
Attacks First / Battle End: Recycles equipped items to user's book.
Flavor
Half-human and half-horse. An intellectual and dexterous race, they are very good at using tools and take very good care of their equipment.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
A creature with fairly good ability values and the Attacks First ability. Since it sends used items back to your book, it's very efficient.
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Cloud Gizmo
ST:10 HP:30 MHP:30 G:30
Secret Art (20G): User chooses a card from target Cepter's hand and
destroys it. Target Cepter draws a new card.
Flavor
A mischievous cloud fairy that swaps out cards in Cepters hands without them noticing. It thinks it's just a prank, but that's no excuse.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Advice
This creature's Secret Art can be used both for getting rid of an opponent's important card or a useless card from your own hand.
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Cornfolk
ST:30 HP:40 MHP:40 G:70
If destroyed in combat or by a spell, user gains 200G.
Flavor
A corn man. When it's defeated, the kernels on its body explode. Reportedly, they're delicious and make fine popcorn.
Advice
Even when this creature is defeated, it leaves behind magic, so plant as many as you like all over the field.
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Cu Sith
ST:40 HP:30 MHP:30 G:70
Synergy:
(ST+10, HP+20) / Anti-Spell
Flavor
A hero in the form of a dog. While it's usually calm and follows orders, it becomes excited when near water, as it loves to swim.
Explanation
Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Advice
Its Synergy ability is fairly easy to fulfill and gives it good ability values. On top of that, its Anti-Spell ability makes it immune to spells that target it.
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Devastator
ST:50 HP:40 MHP:40 G:80+
Battle End: Lowers level of battle territory by 1 when invading.
Flavor
A living stone machine said to have been made by an ancient civilization. It crushes the land itself beneath its massive feet.
Advice
Even if your invasion isn't successful, lowering the enemy's land level is useful. However, it needs to stay alive to do so, so give it armor.
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Dhampir
ST:40 HP:40 MHP:40 G:60+
Instant Death: 60% against creatures.
/
Neutralizes:
Flavor
A group of half-blood Vampire hunters. The Vampire blood in their veins rejects the power of the earth, and their Saint blood lets them slay twisted fiends.
Explanation
Instant Death = Defeat the opponent regardless of remaining HP.
Neutralizes = Does not receive damage from opponent during battle.
Advice
This creature holds total power over earth element creatures. Be sure to include it when you know your enemy has an earth-heavy book.
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Dune Titan
ST:50 HP:60 MHP:60 G:75
Item Limit:
When Terrain Change or Land Level Up are used on the territory this
creature is on, MHP-10 (to a minimum of 10).
Flavor
A titan born from a sand dune. Its body of sand collapses easily, so the more it moves, the smaller it gets.
Explanation
Changes to MHP last until the creature reverts to a card.
Advice
It has great ability values, but since it becomes more fragile as Territory Commands are used, you should swap it in to a land that's already leveled up.
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Elven Archer
ST:40 HP:40 MHP:40 G:70+
Attacks First / Secret Art (20G): HP-10 to target enemy creature.
Flavor
A beautiful elf who specializes in the bow. She can move swiftly and is skilled enough to hit 100 bull's-eyes in a row.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Advice
A well-rounded creature that has average ability values and a Secret Art that lets you damage enemy creatures from a distance.
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Enchantress
ST:10 HP:20 MHP:20 G:30
Land Limit:
Item Limit:
Scroll Critical Hit / If hit with a
Spell, it will add that
to all its ally creatures, then become Fatigued.
Flavor
A witch doctor who has mastered the art of spreading charms and hexes and can give her allies any magic she has on herself.
Explanation
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
Lets you spread single target enchantments to all your creatures. However, your enemies can also use it to spread harmful enchantments.
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Garuda
ST:0 HP:40 MHP:40 G:40+
Land Limit:
In Battle: ST & HP= (Number of creatures in play x10).
Flavor
A messenger of the wind god. Its power is tied closely to that of the wind itself.
Advice
Its performance improves as the amount of air creatures in play increases. It's safe to say this creature will be the star of any air book.
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Great Nimbus
ST:30 HP:60 MHP:60 G:100
Item Limit:
Vigorous
Flavor
A giant Cumulonimbus King who rolls through the sky. His body is durable and does not know fatigue.
Explanation
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
Because this creature cannot be Fatigued, you can continually have it use Territory Commands.
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Gremlin
ST:20 HP:30 MHP:30 G:60
Item Limit:
Battle Start: Destroys opponent's item.
Flavor
A little demon that loves to work its mischief on items and make them stop working.
Advice
This creature can ensure that your opponent is unable to use items, leaving you to attack them however you please.
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Griffon
ST:50 HP:50 MHP:50 G:80
Land Limit:
Item Limit:
Flavor
A noble beast with the upper body of an eagle and the lower body of a lion. It has power that rivals even dragons.
Advice
Has high ability values and can be useful for invasions, but be aware of its high cost and its land restriction.
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Holy Llama
ST:20 HP:40 MHP:40 G:60
Item Limit:
Secret Art (50G): Adds "Dice 6"
to user.
Flavor
A llama with great wisdom and nobility. It spends its life trying to help people who are suffering from great burdens.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Dice 6 = Causes the next dice roll to be a 6.
Advice
Its Secret Art makes your next die roll a 6, so it's good for both landing on specific lands and avoiding enemy territories.
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Kirin
ST:20 HP:40 MHP:40 G:80
Attacks First / Synergy:
(ST & HP+20)
Flavor
A holy beast that appears before people to deliver good omens. Its power awakens in the presence of water energy.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Advice
With its Attacks First ability and the increased ability values from Synergy, it can become a powerful defender.
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Knight
ST:50 HP:40 MHP:40 G:90
Critical Hit: Creatures with MHP of 50 or greater.
Flavor
An armored warrior. With nobility and outstanding sword skills, they are constantly seeking stronger enemies.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
Between this creature's naturally high ST and its Critical Hit ability, it's perfect for invading territories guarded by strong creatures.
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Lemures
ST:20 HP:30 MHP:30 G:30+
Secret Art (50G): User steals a Creature Card from targeted enemy
Cepter's hand and then this creature moves to the targeted Cepter's
hand.
Flavor
A whimsical evil with the power of hypnosis. It confuses enemies just by staring at them, running off to steal cards from those it has put in a trance.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Advice
Its Secret Art lets it steal a creature from your opponent's hand. Your opponent gets this card in return, but it's useless unless they have air lands.
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Lightning Dragon
ST:50 HP:50 MHP:50 G:80+
Land Limit:
Item Limit:
Attacks First / Secret Art (60G): HP-20 to target or creature.
Flavor
A wind dragon with the power of lightning. It can send its bolts to destroy both earth and sea alike.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Advice
A dragon with high cost, but undeniable power. Its Secret Art lets it damage water and earth element creatures remotely.
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Lord of Bane
ST:70 HP:60 MHP:60 G:80++
Land Limit:
Item Limit:
Boost: ST+10 to
& / Secret
Art (60G): ST+20 to creatures with ST 30 or less, ST-20 to those
with ST 50 or more.
Flavor
The Ruler of the Winds. The King Destroyer. Its four wings stir up the winds and bring great discord to the world.
Explanation
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Secret Art = Used as a Spell in the Spell Phase.
Changes to the Base ST last until the creature reverts to a card.
Advice
Can increase the ST of all water and air creatures on the map. Its ability values are high, but it has a lot of summoning conditions.
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Mad Harlequin
ST:20 HP:40 MHP:40 G:50
Land Limit:
Item Limit:
Boost: ST & HP+ (Number of user's territories adjacent to battle
territory x20). / Vigorous
Flavor
An insane clown that dances tirelessly. The fervor of its insane gyrations encourages its allies.
Explanation
Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
Normally, Boosts affect both enemies and allies, so this creature's Boost that only affects allies is valuable.
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Martial Monk
ST:20 HP:50 MHP:50 G:70+
Synthesis: Items (ST+40, MHP-10). / Attacks First / Vigorous
Flavor
A monk with exceptional fighting skills. He is usually gentle, but becomes fierce when meeting a worthy opponent.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Attacks First = Attacks first in a battle, even when defending.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
With this creature's Synthesis ability, it can become useful for movement invasions. Its Attacks First ability also makes it a good defender.
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Nightmare
ST:30 HP:30 MHP:30 G:40+
Penetrates
Flavor
A creature born of terror that turns people's dreams to nightmares. Those who fall victim to this creature are slowly driven insane.
Explanation
Penetrates = Attacks ignore extra HP gained from the land effect.
Advice
The Penetrates ability lets you bypass the boost your enemy gets from their land effect, so it's good for invading high level territories.
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Nike
ST:30 HP:30 MHP:30 G:40+
Item Limit:
Attacks First / Attack Bonus: "Paralysis" .
Flavor
The goddess of victory. Flying freely through the heavens, her very presence can make enemies lose the will to fight and surrender.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Paralysis = Can't attack or use items, and abilities do not activate.
Advice
This creature's ability values aren't high, but its Attacks First ability and its ability to paralyze make it an excellent defender.
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Patronus
ST:30 HP:20 MHP:20 G:30+
Anti-Spell / Secret Art (50G): Adds "Anti-Spell"
to target Cepter.
Flavor
A sacred guardian that stands beside the one that called it and raises a holy barrier to protect them from evil magic.
Explanation
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Secret Art = Used as a Spell in the Spell Phase.
Anti-Spell = Grants the Anti-Spell ability.
Advice
This creature is immune to spells and can make its Cepter immune to spells as well.
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Powder Eater
ST:1 HP:1 MHP:1 G:10
Item Limit:
Multiplies via Move Creature, leaving copies in both former and new locations.
Flavor
A fuzzball-like creature. They appear one-by-one riding on the wind and can multiply within seconds to become a huge flurry.
Explanation
Will not multiply if moved by a spell effect.
Advice
Every time this creature moves, it can copy itself and claim more territory. It has pathetic ability values, so be sure to increase them before having it split.
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Pulgasari
ST:40 HP:40 MHP:40 G:90
Item Limit:
In Battle: ST+20 if equipped with an item. / Battle End: MHP+10 if
opponent equipped an item.
Flavor
A demon beast that grows by eating metal. Whenever it sees an item, no matter whose it is, it will immediately eat it and grow even larger.
Explanation
Changes to MHP last until the creature reverts to a card.
Advice
Whether it's you or your opponent, the more items are used, the more this creature powers up.
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Rokh
ST:40 HP:50 MHP:50 G:60+
Item Limit:
Synergy: (ST+30)
Flavor
A giant bird with claws big enough to fly off with an elephant. It mainly lives on an isolated island, far off in the ocean.
Explanation
Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Advice
Its base ability values are fairly high, but with the added benefit of its Synergy ability, it can become an excellent invader.
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Samhain
ST:20 HP:40 MHP:40 G:50+
Synthesis:
Spells (ST+20). / Battle End: Opponent's MHP- (this creature's Base
ST).
Flavor
Reaper with a pumpkin head. It tries to harvest its victims' souls with its scythe. Even if they block the scythe, the reaper takes its toll nonetheless.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Changes to MHP last until the creature reverts to a card.
Advice
Its Battle End effect is able to reduce the enemy's MHP, possibly even to 0. With Synthesis, its Battle End ability becomes even more effective.
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Scolopendra
ST:30 HP:40 MHP:40 G:50+
Item Limit:
Synthesis: (Evolves
into Deep-Sea Dragon). / Attack Bonus: Adds "Poison" .
Flavor
A large centipede with deadly poison and a mysterious power. When it obtains enough water energy, it molts and becomes a giant dragon.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Deep-Sea Dragon = / ST:50 / HP:50
Poison = At end of battle, HP decreases by 1/2 of MHP.
Advice
Even if it can't defeat its opponent with its attack, its poison may finish them off. Once it's become a dragon, it has a powerful scroll attack when unarmed.
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Serpent Fly
ST:40 HP:30 MHP:30 G:70
Land Limit:
Item Limit:
Attacks First / Receives land effect from
territories.
Flavor
A huge flying insect with the body of a snake. It sits on the surface of the water and waits for prey. Those that come near it are swiftly eaten.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
A rare creature that can obtain the land effect on two types of land: water and air.
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Sleipnir
ST:30 HP:40 MHP:40 G:70
Item Limit:
Secret Art (60G): Moves user's target creature up to 2 spaces.
Flavor
A horse of the gods. No matter how heavy the creature, it can carry it easily across the heavens with its 8 legs.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Advice
Its Secret Art lets you move your creatures multiple spaces. It can even move Fatigued creatures, making it a must for Move Invasion books.
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Soul Collector
ST:20 HP:30 MHP:30 G:30+
In Battle: ST+ (number of creatures destroyed thus far x5).
Flavor
A ghastly demon that collects wandering souls. It consumes the souls to increase its power to frightening levels.
Advice
The more creatures that have been destroyed, the stronger this creature gets. Best used late in a match or after a spell that attacks all creatures.
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Spectre
ST:0 HP:30 MHP:30 G:30
In Battle: ST & HP= (random value between 10 and 70).
Flavor
An ethereal presence whose size and shape are constantly changing.
Advice
Because this card's ability values are completely random in battle, you'll have to trust your luck. Its randomness will scare your opponent.
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Sword Princess
ST:40 HP:30 MHP:30 G:70+
Attacks First / HP and MHP cannot be altered by spells. /
Secret Art (60G): Evolves into Armed Princess.
Flavor
A princess that fights on the front lines. Protected by the people's wishes, she is immune to destructive spells. She seeks to upgrade her arsenal to be even stronger.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Armed Princess = / ST:40 / HP:40
Advice
Cannot be damaged by spells. Use its Secret Art to let it transform from a sparkling princess to an armored warrior.
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Sylph
ST:20 HP:20 MHP:20 G:30
Neutralizes: Attacks from creatures with MHP of 40 and up. / Secret
Art (60G): Evolves into Garuda.
Flavor
A fairy whose body is made of air. Sometimes, once they accumulate enough power, they can change themselves into the messenger of the wind god.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase. Garuda = / ST:0 / HP:40
Advice
The creature this evolves into becomes stronger as more air creatures are in play, so it's best to evolve it when there's plenty of them.
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Tetrarm
ST:20 HP:30 MHP:30 G:50+
Attacks Twice.
Flavor
Statue with four arms and a wicked heart. It attacks relentlessly with swords and curses.
Advice
You can take the most advantage of its ability to attack twice by equipping it with a powerful weapon.
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Thunder Spawn
ST:30 HP:40 MHP:40 G:50+
Item Limit:
In Battle: ST+ (Number of user's
lands x10). / Can move to any enemy land with a mismatching element
creature on it.
Flavor
A creature born of lightning. It can raid far- off lands in a flash. Its lighting powers increase when exposed to large amounts of water.
Advice
Its ST improves with the number of water lands you own, so make sure to bring some water creatures. Useful when invading far-off territories.
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Tornado
ST:20 HP:50 MHP:50 G:55
Item Limit:
Defensive / Attacks First / In Battle: ST+20, HP-10.
Flavor
A tornado with a will of its own. Its winds spin even faster during battle, tearing its enemies apart.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Attacks First = Attacks first in a battle, even when defending.
Advice
This creature becomes stronger in battle and has Attacks First, making it very offense-oriented for a Defensive creature.
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Treasure Raider
ST:40 HP:40 MHP:40 G:90
Battle End: User gains 100G when invading. / Vigorous
Flavor
An explorer in search of treasure. Without rest, she continues to visit ruins, sunken ships, and cemeteries all around the world.
Explanation
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
If it survives a battle, it will pay for itself. A good way to collect magic is to make use of its Vigorous ability to make lots of Move Invasions.
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Typhon
ST:60 HP:60 MHP:60 G:110+
Attacks First / Critical Hit:
/ Upon Victory: Changes battle territory to a
land.
Flavor
A wind dragon lord with powers of destruction feared by even the gods. Any land it makes its lair is turned to dust and filled with turbulent windstorms.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
A heavyweight creature with top-tier performance. Changes any land in which it wins a battle into an air land, so it's good for invading anywhere.
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Witch
ST:20 HP:30 MHP:30 G:55
Item Limit:
Scroll Critical Hit / Secret Art (30G): Steals (number of Spell
Cards in target enemy Cepter's hand x40)G.
Flavor
A witch that claims to tell fortunes, but most of the time, her fortunes result in tragedy.
Explanation
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase.
Advice
Can continually take magic from enemy Cepters, but once they decide they've had enough of her, she's easy to defeat.
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Wyvern
ST:40 HP:40 MHP:40 G:60+
Land Limit:
Item Limit:
Attacks First / Can move to any vacant
land.
Flavor
A flying dragon whose beautiful appearance has been featured on many crests over the years. It is capable of flying long distances in mere moments.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
Is able to use Move Creature to go to any open land. Its good ability values and its Attacks First ability make it good at defense.
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Yellow Ogre
ST:40 HP:50 MHP:50 G:80
Flavor
A member of the ogre tribe, which are strong, but not very bright. Its body color is yellow and it likes to live in grassy plains.
Advice
Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.
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Yowie
ST:40 HP:40 MHP:40 G:70
Critical Hit:
/ Toll value for occupied territory randomly changes by 1/2 to 2.5x.
Flavor
A capricious beast that lives by stealing magic from those it happens across. The amount it takes depends on its mood.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
This creature's even ability values make it good for securing territory at the start of a match.
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Angel Cape
G:50
HP+40 / Immune to Destroy Item and Steal Item effects.
Flavor
A cape for angels, charged with holy power. It blesses the wearer with protection against underhanded tactics.
Advice
This armor can't be stolen or destroyed by enemies when it is equipped. Use it against tricky foes.
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Angry Mask
G:60
HP+30 / Battle End: Opponent's HP- (damage your creature received in
battle).
Flavor
A cursed mask that turns a desire for revenge into power. Those that attack carelessly may find themselves receiving a painful counterattack.
Explanation
This HP reduction is unaffected by any increases that occurred during battle.
Advice
A powerful tool that not only increases your HP, but makes a counterattack after the battle that can't be stopped by equipment.
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Argent Key
G:70
Attacks First / ST+10 / Attack Bonus: Moves equipped creature to
random vacant land if opponent was not destroyed.
Flavor
A silver key filled with powerful magic. When it senses danger, it opens a portal to let its user escape.
Explanation
Attacks First = Attacks first in a battle, even when defending. If there are no empty lands, equipped creature will be destroyed.
Advice
Even if you can't defeat your enemy, this item will allow you to claim a land anyway.
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Armet
G:45
ST-10 / HP+40
Flavor
A helmet that fits snugly on the head. It makes it a bit harder to see, but keeps you safe in battle.
Advice
Increases HP quite a lot for a tool. Because it's not armor, you can use it with creatures that normally can't get extra HP from equipment.
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Aura Strike
G:90
Scroll Attack: ST= (equipped creature's base ST).
Flavor
A scroll with a magic spell inscribed on it. It transforms the user into a spirit beast to attack the enemy.
Explanation
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Advice
An item that can convert a creature's ST into a Scroll Attack that can ignore various defenses. Lets you deal powerful Scroll Attacks.
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Battering Ram
G:40
ST+30 / Instant Death: 100% against Defensive creatures.
Flavor
A weapon of war used for breaking down the gates of even the mightiest fortresses.
Explanation
Instant Death = Defeat the opponent regardless of remaining HP. Defensive =
Cannot invade or be moved with Move Creature.
Advice
This weapon can easily destroy even the toughest Defensive creature. Also boosts ST, so it can be used as a normal weapon, too.
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Battle Axe
G:30
ST+40
Flavor
A heavy, two-handed axe. It has terrifying destructive ability and can slice a knight in two.
Advice
A weapon that gives a large boost to ST. Its cost is affordable and it can be used easily.
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Binding Whip
G:30
ST+30 / Attack Bonus: "Paralysis" .
Flavor
A magical whip that entangles the enemy and casts a paralysis curse on them.
Explanation
Paralysis = Can't attack or use items, and abilities do not activate.
Advice
A weapon that paralyzes your enemy when you hit them. Pairs well with defending creatures that have the Attacks First ability.
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Boomerang
G:50
ST+20 / HP+10 / Battle End: Recycles to Hand
Flavor
A hunting weapon that is enchanted to return to its thrower.
Explanation
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
A useful weapon that can be reused multiple times. Can make space in your book by cutting down the number of weapons you need to include.
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Buckler
G:20
Neutralizes: Attacks from creatures with ST of 30 and under.
Flavor
A small shield better used for deflecting than blocking. Can simply bat aside lighter blows.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
As long as the enemy has low ST, this will let you ignore it completely. This armor doesn't work against everything, but it can prove useful.
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Burning Heart
G:70
ST+20 / HP+20 / Upon Defeat: Destroys opponent.
Flavor
A gemstone that burns with unstable power. When its user's life force is depleted, it explodes, taking out those nearby.
Advice
A useful tool for taking down high level enemy lands. Send in a weak monster and watch as it takes the enemy down with it.
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Burning Rod
G:90
Scroll Attack: ST= (number of user's
territories x10). / Scroll Critical Hit:
Flavor
A scroll with a magic spell inscribed on it. It focuses the powers of fire and earth into a burning stake and shoots it at the enemy.
Explanation
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
This scroll becomes stronger the more territories you own. It's possible to make it stronger than any other scroll.
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Catapult
G:50
ST+30 / HP+30
Flavor
A weapon of war used to launch boulders at enemy armies from a distance.
Advice
A reliable weapon that improves both ST and HP. In return, it has a high cost.
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Chain Mail
G:10
HP+30
Flavor
Armor made of layers of metal chains. It's flexible and doesn't hinder movement.
Advice
Armor that increases a creature's HP. An inexpensive way to help out your defending creatures.
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Chain Saw
G:50
ST+ (Length of battle territory's chain x20).
Flavor
A sword with a spiky, spinning blade. The stronger the user's magic chains, the faster this sword's blade will spin.
Advice
If you wait until the middle of a match to bust this baby out, you can expect a huge ST increase from it.
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Chilling Blast
G:90
Scroll Attack: ST= (number of User's
territories x10). / Scroll Critical Hit:
Flavor
A scroll with a magic spell inscribed on it. It focuses the powers of water and air into a freezing wind that buffets the enemy.
Explanation
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
This scroll becomes stronger the more territories you own. It's possible to make it stronger than any other scroll.
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Claw of Shade
G:90
ST+ (Number of creatures in play with same element as opponent x10).
Flavor
A claw containing the power of a shadow demon. It becomes sharper as its prey becomes more numerous.
Advice
This weapon increases ST based on the number of creatures currently on the map, so it's best used later on in a match.
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Claymore
G:50
ST+50
Flavor
A large long sword with a unique cross-guard. Only a true swordsman is capable of using such a blade.
Advice
A weapon with a very high ST boost. Useful when you need to invade a highly fortified territory.
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Diamond Armor
G:60
Attacks Last / ST-30 / HP+60
Flavor
Extremely hard armor made of diamond. While it is very protective, it's also inflexible, resulting in difficulty attacking.
Explanation
Attacks Last = Attacks after the enemy, even when invading.
Advice
This is the toughest armor there is. However, since it lowers ST, it's not recommended for invasions.
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Dragon Orb
G:50
In Battle: Transforms into a random elemental dragon.
Flavor
An orb with the soul of a dragon sealed within. Once released, it will transform its user into a mighty dragon.
Advice
This tool changes your creature into one of the four elemental dragons. They're all powerful, so any of the four is good.
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Drill Lance
G:50
ST+20 / Penetrates
Flavor
A large lance that has a tip like a drill. The tip spins at high speed and can pierce through any defense.
Explanation
Penetrates = Attacks ignore extra HP gained from the land effect.
Advice
This weapon lets you ignore the enemy's boosted stats from their land effect bonus. Good for invading high level territories.
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Eagle Rapier
G:40
Attacks First / ST+30
Flavor
A rapier with a cross-guard shaped like an eagle's wing. It is enchanted with the ability to make swift attacks.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
A weapon that can allow you to go first in a battle. It is best used to defeat an invader before they can strike.
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Eternal Mail
G:40
HP+40 / Battle End: Recycles to Book.
Flavor
Everlasting armor that contains the soul of a veteran samurai. After a battle, it returns to your book to prepare for the next fight.
Explanation
Recycles = After it is used, the card returns to the user's hand or book (depending on the card)
Advice
Strong armor that can be used many times. Can reduce the number of armor cards you need in your book.
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Force Anklet
G:70
HP+ (Number of cards in user's hand x10).
Flavor
A magical anklet that channels protective magic from Cepter cards. The more cards one has, the more power it can channel.
Advice
A tool that can increase HP relative to the amount of cards in your hand. Expensive, but worth it when you've got a full hand.
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Gelatinous Armor
G:50
HP+40 / Battle End: User gains (amount of damage received from
Normal Attacks during battle x5)G.
Flavor
Mysterious gelatinous armor that converts the force from attacks it receives into magic.
Advice
This armor gives the user magic based on the damage the equipped creature received. The bonus HP it gives is fairly significant, too.
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Golden Goose
G:0
Upon Defeat: User gains (equipped creature's MHP x7)G.
Flavor
A golden goose statue that turns all who touch it into gold.
Advice
This item gives you magic when your creature is killed. Use it when you're sure you're going to lose the battle.
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Golden Hammer
G:50
ST+40 / Attack Bonus: Gain 200G if opponent was not destroyed.
Flavor
A magic hammer that dislikes killing and gives a bonus to those who show their enemies mercy.
Advice
This weapon can be used on a low ST defending creature or to give you some emergency G to pay a large toll when you know you can't win.
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Gremlin's Eye
G:80 Battle Start: Destroys
the opponent's item unless its Rarity is .
Flavor
A charm necklace made to look like a Gremlin's eye. Much like Gremlins, it can cause devices to stop functioning.
Advice
A tool that can destroy the opponent's item. It does not apply to items with a Rarity of , but it is extremely useful, nonetheless.
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Long Sword
G:10
ST+30
Flavor
A long, double-edged sword. The most common weapon in this world.
Advice
This weapon increases a creature's ST in battle. Be sure to equip it when you need a little extra damage.
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Mace
G:0
ST+20
Flavor
A spiky metal ball on a stick. It may seem simple, but it can punch through even thick metal armor.
Advice
This weapon increases a creature's ST in battle without costing you any magic, so use it whenever you'd like.
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Magic Shield
G:20
HP+30 / Neutralizes: Scroll Attacks
Flavor
A round shield with a magic circle drawn on it. The enchantment on the shield cancels out any magic that strikes it.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
This armor can block an opponent's Scroll Attack, but since it improves HP, it can be used for normal attacks, too.
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Magma Armor
G:70
HP+ (Number of user's
territories x20).
Flavor
Armor imbued with the power of magma. It gains power from fire and earth lands to become even stronger.
Advice
Increases HP based on how many territories you own. It's possible to gain enough HP with this to be invincible in battle.
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Magma Flail
G:70
ST+ (number of
&
creatures in play x5). / Critical Hit:
Flavor
A flail imbued with the power of magma that grows more powerful as more fire and earth energy is channeled into it.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
Becomes stronger as more creatures of the proper element are placed. Note that this count also includes your enemy's creatures.
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Magma Hammer
G:20
ST+20 / Critical Hit: When equipped creature is or .
Flavor
A hammer imbued with the power of magma. Not strong on its own, but fire and earth creatures can bring out its true power.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
To take full advantage of this weapon, it is best used in books with many fire and/or earth creatures.
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Magma Shield
G:70
Neutralizes: Normal Attacks when equipped creature is or .
Flavor
A shield imbued with the power of magma. It makes fire and earth creatures nigh invincible.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
To take full advantage of this armor, it is best used in books with many fire and/or earth creatures.
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Magus's Mirror
G:30
HP+20 / Reflects: Scroll Attacks.
Flavor
A wizard's mirror that can reflect magic back at its source.
Explanation
Reflects = Reflects attack to opponent, does not receive any damage.
Advice
This can reflect Scroll Attacks, so just having it in your hand is a good deterrent. You may also wish to glare intensely at your foe (optional).
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Mirror Hoplon
G:50
Reflects: All if opponent did not equip an item.
Flavor
A round mirror that can reflect attacks, but can be shattered by even the most basic equipment.
Explanation
Reflects = Reflects attack to opponent, does not receive any damage.
Advice
Can be used for defense, but if you see that your opponent doesn't have any items in their hand, then you may want to use this to invade.
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Moon Scimitar
G:30
ST+30 / Attack Bonus: "Sleep" .
Flavor
A sword forged of moonlight. Its cuts don't cause pain, but intense sleepiness.
Explanation
Sleep = cannot take tolls.
Advice
Even if you can't defeat the opponent, you don't have to pay any toll if they're sleeping. A good weapon for using during risky invasions.
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Murasame
G:80
ST+20 / Disables opponent's Neutralizes and Reflects abilities.
Flavor
A legendary sword made by a master artisan. It has a blade so sharp, it can cut through anything.
Explanation
Neutralizes = Does not receive damage from opponent during battle. Reflects = Reflects attack to opponent, does not receive any damage.
Advice
This weapon is able to blow through both the Neutralizes and Reflects abilities, ensuring your rage reaches your foe.
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Napalm Arrow
G:50
ST+30 / HP+20 / MHP-40 to opponent if no damage was dealt to
opponent during battle.
Flavor
An arrow containing a phial of flammable liquid. If it is blocked by the enemy's armor, it will douse their entire body in flames.
Explanation
Changes to MHP last until the creature reverts to a card.
Advice
An effective counter to the Neutralizes ability. Also increases both ST and HP, making for an all around good weapon.
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Necro Plasma
G:70
Scroll Attack: ST=50 / In Battle: Transforms into Skeleton.
Flavor
Emits a torrent of burning plasma to obliterate enemies. However, it burns away the user's life force too, turning them to bones.
Explanation
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect. Skeleton = / ST:30 / HP:40
Advice
A scroll with immensely high ST. However, it turns its user into a Skeleton, so none of the user's abilities will activate. Use it with care.
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Necro Scarab
G:60
Upon Defeat: Transforms equipped creature into Skeleton.
Flavor
A trinket with a beetle on it used in telling fortunes with the dead. It grants movement to bodies without a soul.
Explanation
Skeleton = / ST:30 / HP:40
Advice
Because this tool revives your creature as a Skeleton immediately after the battle, it's useful when protecting lands if you're outmatched.
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Neutral Cloak
G:50
HP+40 / In Battle: Equipped creature's element is .
Flavor
A cloak that dampens elemental energy. Those who wear this coat will have their power hidden.
Advice
Changes creature's element to . Useful for dodging enemy effects aimed at your element.
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Petrify Stone
G:20
ST=0 / HP=80
Flavor
A stone covered in magic runes. It can temporarily change its user's body to stone to protect them against attacks.
Advice
Sets your creature's HP to exactly 80 for one battle. This is enough to protect against most attacks, so use it to defend a weak land.
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Plate Mail
G:50
HP+50
Flavor
Full armor made with metal plate. It protects against most attacks.
Advice
This armor gives a large boost to a creature's HP. It can make even a weak creature tough.
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Prismatic Wand
G:70
ST & HP+40 if equipped creature's element is different from
opponent's element.
Flavor
A wand with a magic crystal that releases a destructive beam of light when two different elemental energies clash.
Advice
If you meet this weapon's conditions, it can grant a significant buff. Its conditions aren't too tough, so it'll be useful in most situations.
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Rag Doll
G:60
Neutralizes: Scroll Attacks / Neutralizes: Creatures with greater ST
than equipped creature.
Flavor
An enchanted cat doll. Not even the most hardened of warriors can resist its cuteness and lose their fighting spirit before it.
Explanation
Neutralizes = Does not receive damage from opponents during battle.
Advice
A tool that can be very helpful against a tough foe. Most effective when given to a creature with low ST.
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Reactive Armor
G:50
Battle Start: Destroys opponent's weapon. / HP+30
Flavor
Automated armor that senses an enemy's weapon and breaks it before it can be used.
Advice
This armor is good against item-heavy books and even increases HP a bit.
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Ring of the Succubus
G:30
Attacks First / Attack Bonus: Opponent's Base ST=0.
Flavor
A ring that belonged to a succubus. Wear it, and those you touch will find their eyes heavy and their sword arm weak.
Explanation
Attacks First = Attacks first in a battle, even when defending. Base ST = A creature's listed ST without item cards or abilities. Changes to the Base ST last until the creature reverts to a card.
Advice
Because this lets you attack first and also reduces an opponent's damage, it's best used on a defending creature.
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Scale Armor
G:30
HP+40
Flavor
Armor made of layers of scale-shaped metal. It is effective protection against swords and claws alike.
Advice
An upgrade from Chain Mail. Provides more HP for a reasonable cost.
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Shadow Blaze
G:70
Scroll Attack: ST=40 / Scroll Critical Hit: If the opponent has more
than one copy of the enemy creature in play.
Flavor
A scroll with a magic spell inscribed on it. It summons dark fire that burns away shadows and doppelgangers.
Explanation
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
This scroll is most powerful when used against books that feature many copies of the same card.
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Silver Plow
G:30
ST+10 / HP+20 / Battle End: Raises the level of battle territory by
1.
Flavor
An enchanted plow that ensures a bountiful harvest for any land it's used on.
Advice
A tool that raises the level of the land it was used in. However, the creature that used it must survive the battle for this effect to occur.
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Sling
G:30
Attacks First / ST+10 / HP+10
Flavor
Basic, but still deadly in the right hands. It allows one to attack from a distance before the enemy gets close.
Explanation
Attacks First = Attacks first in a battle, even when defending.
Advice
This item allows your creature to attack first and gives it a nice little ST and HP increase on top of that.
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Soul Ray
G:70
Scroll Attack: ST=30 / Battle End: Recycles to hand.
Flavor
Scroll with a magic spell inscribed on it. It draws out power from the user's soul as a beam of light. The light then returns to the user.
Explanation
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
A useful scroll that can be reused many times. It's best when used against high level enemy territories.
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Spark Ball
G:60
Scroll Attack: ST=40
Flavor
A scroll with a magic spell inscribed on it. It summons a ball of lightning to damage the enemy.
Explanation
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Advice
Because Scroll Attacks ignore bonuses from the land effect, powerful scrolls like this will help you when invading high level territories.
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Spectre's Robe
G:60
ST & HP+ (random value between 10 and 70).
Flavor
A ghost's robe that causes random parts of its wearer's body to turn partially to ether.
Advice
This armor gives randomized increases. Getting a large boost isn't a certainty, but the look on your foe's face when you do will be priceless.
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Sphere Shield
G:100
ST=0 / Neutralizes: Normal Attacks.
Flavor
A magic shield that envelops its user in a force field. The force field is so strong, no attacks can penetrate, but also no attacks can exit.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
Has a high cost, but lets you ensure your land's defense. Watch out for scroll attacks, however.
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Spiked Shield
G:40
Reflects: 1/2 of damage received from Normal Attacks.
Flavor
A shield covered in spikes. It can damage the opponent as it blocks their attack.
Explanation
Reflects = Reflects attack to opponent, does not receive any damage.
Advice
Armor that redirects half of an opponent's damage back at them. Most useful in battles with strong enemies.
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Squid Mantle
G:50
HP+40 / In Battle: Disables opponent's Attack Bonus.
Flavor
A squishy cape made of squidskin that wraps around incoming attacks and stops even the most advanced of techniques.
Advice
This tool not only increases HP, but also nullifies any Attack Bonus abilities the foe has. Also works against Instant Death abilities.
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Storm Armor
G:70
HP+ (Number of user's territories x20).
Flavor
Armor imbued with the power of a storm. It gains power from water and air lands to become even stronger.
Advice
Increases HP based on how many territories you own. It's possible to gain enough HP with this to be invincible in battle.
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Stormcauser
G:55
ST+60 / HP-30
Flavor
Magical sword that calls a storm. It provides great power to its user, but eats away at their soul.
Advice
This weapon gives the highest ST bonus of any weapon. Use it to topple the toughest creatures.
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Storm Halberd
G:70
ST+ (number of
& creatures
in play x5). / Critical Hit:
Flavor
A halberd imbued with the power of a storm that grows more powerful as more water and air energy is channeled into it.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
Becomes stronger as more creatures of the proper element are placed. Note that this count also includes your enemy's creatures.
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Storm Shield
G:70
Neutralizes: Normal Attacks when equipped creature is
or .
Flavor
A shield imbued with the power of the storm. Makes water and air creatures nigh invincible.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
To take full advantage of this armor, it is best used in books with many water and/or air creatures.
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Storm Spear
G:20
ST+20 / Critical Hit: When equipped creature is or .
Flavor
A spear imbued with the power of a storm. It is not strong on its own, but water and air creatures can bring out its true power.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
To take full advantage of this weapon, it is best used in books with many water and/or air creatures.
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Sword of Pluck
G:40
ST+40 / Critical Hit: When equipped creature has a Rarity of .
Flavor
A sword for the courageous. It grants great power to those who choose to fight, despite being weak.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
A useful weapon with high attack and a strong effect. Very useful in a book with lots of cards with a Rarity of .
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Tearing Halo
G:60
Scroll Attack: ST=30 / Scroll Critical Hit: Unless equipped creature is / Immune to Destroy Item and Steal Item effects.
Flavor
A scroll with a magic spell inscribed on it. It summons a bladed halo to slice enemies apart. Guarded by holy power, the scroll can't be destroyed.
Explanation
Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Advice
Provided your creature is not neutral element, it will do large damage. It can't be destroyed by the enemy, so you can use it without worry.
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Tombstone
G:0
Immune to Destroy Item and Steal Item effects. / Upon Defeat: User
draws cards until their hand contains 6 cards.
Flavor
An amulet shaped like a tombstone. It marks the falling of one of your creatures, and attracts cards to take its place.
Advice
This tool is useful when you desperately need to replenish your hand. Be sure to use it in only the most hopeless of battles.
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Tonfa
G:30 Attacks Twice.
Flavor
A weapon used with both hands for self defense. It is not very strong, but it is capable of rapid strikes.
Advice
A weapon that can attack twice in the same battle. The higher the user's ST, the bigger the effect.
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Topaz Amulet
G:50
Instant Death: 60% against
and
creatures. / Neutralizes:
Flavor
Topaz amulet that borrows power from the elemental gods of this world. It grants complete mastery over the fire & air elements.
Explanation
Instant Death = Defeat the opponent regardless of remaining HP. Neutralizes = Does not receive damage from opponent during battle.
Advice
This tool works extremely well against specific elements. If you can anticipate your foe's book, this can be a game changer.
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Trident
G:50
ST+40 / HP+20
Flavor
A three-pronged trident. The long pole makes it difficult for enemies to get near, and its three tips can cause huge damage.
Advice
A strong weapon that increases both ST and HP, but it has a high cost.
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Turquoise Amulet
G:50
Instant Death: 60% against
and
creatures. / Neutralizes:
Flavor
Turquoise amulet that borrows power from the elemental gods of this world. It grants complete mastery over the water & earth elements.
Explanation
Instant Death = Defeat the opponent regardless of remaining HP. Neutralizes = Does not receive damage from opponent during battle.
Advice
This tool works extremely well against specific elements. If you can anticipate your foe's book, this can be a game changer.
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Twin Spike
G:30
ST+20 / Attack Bonus: Transforms opponent into same creature as
equipped creature.
Flavor
A strange spear that transforms its victims to look like its user.
Advice
An item with a tricky ability that can be used for a number of things. Can create unpredictable results when thrown into the mix.
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Vorpal Sword
G:60
ST+30 / Critical Hit: Creatures with MHP of 40 and up.
Flavor
A dragon-slaying sword that is said to have been used by the legendary white knight to defeat a giant dragon.
Explanation
Critical Hit = Deals 1.5 times more damage to the opponent.
Advice
Its ST is mediocre, but the range of things it can get a critical hit on is large. It's expensive, but it's worth it.
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Warlock's Disk
G:110
In Battle: Disables all effects and abilities. (Activates first.)
Flavor
A disk created by an artificer that absorbs all magic in a room when thrown.
Advice
A tool that cancels out any unexpected abilities in battle. Use it when you want a simple contest of strength without any trickery.
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Wonder Charm
G:70
Neutralizes: 80% of damage received from Normal Attacks.
Flavor
A mysterious amulet that wraps its user in an invisible field that wards off attacks.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
A tool that lets you avoid most of the damage from an attack. Indispensable for defending your territory.
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Air Shift
G:100
Changes target territory belonging to user into a land.
Flavor
Amplifies the elemental air energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.
Advice
A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.
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Alarm
G:70
Removes Fatigued from all creatures owned by the user.
Flavor
A horn that echoes around the world. Its booming sound reverberates through creatures to wake them up and boost their morale.
Advice
A highly important spell for any book, but especially one focused on using Secret Arts.
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Assemble Cards
G:70
Hidden / User gains 500G if their hand contains at least one
creature of each element. ()
/ If not, user draws 2 cards.
Flavor
A secret strategy that focuses on attaining elemental balance within one's mind.
Explanation
Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Advice
This card is Hidden from your enemies. To meet the conditions, you need to add all the elements into your book.
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Asteroid
G:100+
Lowers target territory's level by 1. / Synthesis: Asteroid (Changes
effect to "Target territory's level becomes 1.")
Flavor
Calls down asteroids wandering the cosmos to crush the land below. If many are called down at once, they obliterate the land in a fiery onslaught.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Advice
Using this card's Synthesis ability requires having 2 copies of it in your hand, but turns it into a powerful spell that can win you the match.
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Barrier
G:30
Adds "Anti-Spell"
to target Cepter. (For 5 rounds, target Cepter cannot be chosen as
the target of a spell.)
Flavor
This spell conjures a bubble of dense magic around its user to protect them from enemy spells for a time.
Advice
You can protect yourself from your enemy's spells with this card. However, it only lasts for a certain number of turns, so you have to time it well.
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Binding Mist
G:40
Adds "Paralysis"
to target creature. (Creatures cannot attack or use items and their
abilities do not activate.)
Flavor
A thick, cursed mist that wraps around its victim's limbs and prevents them from moving.
Advice
This spell's ability to disable not only attacks, but all sorts of creature abilities as well is very useful.
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Blackout
G:40
Adds "Sleep"
to target enemy Cepter. (For 2 rounds, target enemy Cepter cannot
claim tolls.)
Flavor
Covers a Cepter in a sphere of darkness that is black as night. Cut off from the world of the waking, the Cepter will be unable to claim tolls.
Advice
Temporarily nullifies toll from enemy territory. Since the effect only lasts for a short time, you should wait for the right opportunity to use it.
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Blast Trap
G:30
Adds "Explosion Trap"
to target creature. (Next time a Cepter stops here, they lose 40% of
their Current Magic, and HP-20 to the creature on this territory.)
Flavor
A magical trap that cannot be avoided. When triggered, it damages both the Cepter who set it off and any creature guarding that territory.
Advice
It gives a serious blow to both the Cepter who stops on a territory and the creature that's placed there. It's up to you to decide if it's worth it.
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Blaze Splash
G:80
HP-30 to target
or
creature.
Flavor
A splash of alchemical liquid flame that can burn both fire and water creatures. Very sticky, it clings to its victim's body as they are slowly destroyed.
Advice
It's limited to certain elements, but 30 damage is quite powerful.
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Bounty Hunt
G:50
Adds "Bounty"
to target creature. (Can't be moved or exchanged by Territory
Command. If killed with a weapon, the Cepter that killed it gets
300G.)
Flavor
Put out a bounty on a creature. Those who spend their lives fleeing from bounty hunters start to lose their will to live after long enough...
Advice
Because having a bounty severely restricts a creature's movement options, it's best used to put a stop to Move Invasions.
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Bright World
G:70
Adds "No Conditions"
to the world. (For 6 rounds, all conditions and all costs besides
magic are ignored when placing a creature.)
Flavor
Fills the world with spiritual power. It allows even the biggest of creatures to manifest with ease.
Advice
A global enchantment that lets all Cepters ignore all summon conditions. Lets powerful creatures flood the field.
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Burning Hail
G:100
HP-20 to all and
creatures.
Flavor
Calls down burning boulders that knock flying creatures out of the sky and vaporize water creatures with intense heat.
Advice
A spell that can attack all water and air creatures. If you use it well, it has the power to drastically change the match's outcome.
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Chaos Panic
G:60
Adds "Reverse Movement"
to all Cepters. (On the next turn, all Cepters will move backwards.)
Flavor
Invokes the power of the chaos god to sow fear in people's hearts.
Explanation
This disappears at the end of the turn.
Advice
It reverses everyone's direction. If you time it correctly, this spell's benefits are enormous. Look for just the right opening.
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Charging Step
G:20
Adds "Magic Steps"
to target Cepter. (Makes dice roll 2-4 for two rounds and user gains
50G every time they roll the dice.)
Flavor
Causes a Cepter's feet to absorb magic from the earth as he or she walks. Good for acquiring magic, but causes one to walk slowly and awkwardly.
Explanation
This will disappear when movement ends.
Advice
If you want to replenish magic, use it on yourself. If you want the enemy to decrease their speed, use it on them. It's a versatile spell.
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Chariot
G:50
Moves user's target creature 2 spaces. / Recycles to Book.
Flavor
Conjures an invisible chariot to transport your creature at high speeds.
Explanation
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
You can move your own creatures with this spell. It's an important spell for books that focus on Move Invasions.
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Clairvoyance
G:20
User obtains magic equal to 1/2 the value of all of the Spell Cards
in target Cepter's hand. / User views the Hidden cards in target
Cepter's hand.
Flavor
Gives a Cepter the power to see through walls, allowing them to know their enemy's plans.
Explanation
Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Advice
Good for seeing Hidden cards, reading the text on cards in your opponent's hand, and getting some quick magic.
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Cluster Burst
G:90
HP-20 to all creatures of the most numerous element in play.
(Including .)
Flavor
When many creatures of the same element gather in one place, their combined energy can become volatile. All it takes is a single spark, and...
Advice
This spell is a good countermeasure for books with only one element.
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Dark World
G:70
Adds "Anti-Spell"
to the world. (For 6 rounds, all creatures with an
cannot be targeted by spells.)
Flavor
Covers the world in magical darkness, causing enchantments to consume the energy of other spells.
Advice
A global enchantment that gives Anti-Spell to all creatures with an enchantment. It's effective against Cepters that use attack spells.
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Debility
G:40+
ST=0 to target creature. / Synthesis: Spells (MHP-20 to target
creature.) / User draws a card.
Flavor
Saps a creature of its will to fight. If this spell is made stronger, it will cause the target's body to weaken as well.
Explanation
Changes made to the Base ST and MHP will last until the creature reverts to a card.
Synthesis = Activate this effect by discarding a specific kind of card.
Advice
A spell that sets the target's ST to 0. It can put a stop to aggressive Move Invasions.
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Disaster
G:120+
HP-30 to all Fatigued creatures with MHP of 50 or more.
Flavor
Bigger creatures may be mighty, but it is the small creatures who will survive when disaster strikes.
Advice
This sharply damages heavy creatures' HP. The more powerful your enemy's creatures are, the more it'll hurt to see them damaged so severely.
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Discord
G:80+
Transforms all of the most numerous kind of creature on the map into
Goblins.
Flavor
Sows discord among a family of creatures. Those who fall to chaos are transformed into small goblins.
Explanation
Goblin = / ST:20 / HP:30
Advice
A global enchantment that affects the entire map, and can change many creatures at once. It's useful in a Goblin-themed book.
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Disease
G:30
Adds "Ability -20"
to target creature. (In battle, this creature is inflicted with ST &
HP-20.) / User draws a card.
Flavor
A spell that saps the body of strength, leaving creatures weak and unable to do battle.
Advice
A spell that weakens creatures. Can even instantly defeat small creatures. And of course, it's always nice to draw an extra card.
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Diselement
G:20+
Adds "Nullify Land Effect"
to target creature (No land effect). / Synthesis: Creatures (Changes
target to "all Fatigued creatures.") / User draws a card.
Flavor
Cuts off the connection between a creature and the land, making the creature unable to benefit from its terrain.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Advice
Its conditions for Synthesis are simple, so it's easy to use. Since it shakes up the field, it can be used when you're losing momentum to make a comeback.
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Dominant Growth
G:50
Adds "Growth Command"
to target creature. (MHP+20 when Terrain Change or Land Level Up are
used on this creature's territory (max. 100).)
Flavor
Whenever this territory is infused with magic, this spell redirects some of that magic into the creature guarding it, causing it to grow to an immense size.
Explanation
Changes to MHP last until the creature reverts to a card.
Advice
A spell that improves MHP every time the territory is leveled up or changed. Even after the spell runs out, the MHP increases will remain.
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Drain Magic
G:80
User steals 30% of target enemy Cepter's Current Magic.
Flavor
A spell that takes magic from your enemy and makes it your own. It's labeled "black magic" and deemed "unfair" by those who fell victim to it one too many times.
Advice
Steals magic from an enemy Cepter. It's a classic spell to interfere with your opponents.
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Dream Terrain
G:40
Adds "Shared Toll Fees"
to user. (For 5 rounds, user gains 50% of tolls collected by other
Cepters.)
Flavor
Shows a calming illusion to enemy Cepters to cloud their minds. After that, it's easy to siphon away their tolls.
Advice
Take advantage of your enemies' toll revenue by adding it to your own. You can also use it as insurance when you get toll taken from you.
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Earth Shift
G:100
Changes target territory belonging to user into a
land.
Flavor
Amplifies the elemental earth energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.
Advice
A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.
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Elemental Wrath
G:70
HP-20 to all creatures whose element doesn't match the land they're
on.
Flavor
Thou, whose element lies not in harmony with the land... Thou shalt be stricken with ruin, for thou hast incurred the wrath of the Four Gods.
Advice
Because this spell hits all creatures on non-matching lands, it will affect all neutral creatures. Can hit a lot of targets at the beginning of a match.
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Energy Field
G:60
Adds "Magic Barrier"
to target creature. (Gain the following abilities: "Neutralizes:
Normal Attacks" and "Battle End: Opponent steals 100G.")
Flavor
Creates a wall out of the user's own reserves of magic. A strong defensive measure, but it leaves the user's magic vulnerable to petty theft.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
For a price, it can give one of your territories an unbeatable defense. Or you can use it on a weak enemy land and steal your enemy's magic.
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Erosion
G:40+
If target Cepter has 2 or more of the same card in their hand, those
cards are destroyed. / Synthesis: Spells (Changes target to "all
Cepters.")
Flavor
A corrosion that takes root when multiple cards of the same type are packed together. This corrosion will eat away at a card and all its copies.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Advice
A useful spell when the opponent uses the same cards multiple times. Although the timing is tricky, you can expect good results from this card.
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Escape
G:20
Transports user to the nearest vacant land. (User cannot roll the
dice this turn.)
Flavor
When surrounded by the enemy, sometimes it's best to just...go somewhere else. Even if it's back the way you just came.
Advice
A convenient spell for avoiding an enemy's territory. Not only that, but you can then claim the vacant land you end up on.
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Exchange
G:60
Exchanges target creature with another creature from its owner's
hand.
Flavor
Forces a creature to revert to card form and replaces it with a different creature.
Explanation
No cost needs to be paid for the creature that goes into play as a result of this spell.
Advice
Lets you exchange creatures for free and ignore land restrictions. It's a powerful spell that allows you to place heavy creatures at the start of battle.
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Exile
G:100
Returns 1 creature with
and no summoning conditions to its owner's hand.
Flavor
Causes weak creatures that rely on enchantments to be exiled from existence. Creatures driven from the map return to their Cepter as cards.
Explanation
If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.
Advice
If you combine this with a spell, you can easily remove powerful creatures from the field.
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Fat Body
G:40
MHP+20 & ST-20 to target creature. (up to a max of 100 MHP).
Flavor
A spell that adds additional...bulk to your creatures, causing them to be harder to defeat, but also limiting their mobility and attack power.
Explanation
Changes made to the Base ST and MHP will last until the creature reverts to a card.
Advice
It's normally used to make your own defenders tougher, but it can also be used on an enemy's creature to weaken their ability to do Move Invasions.
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Fear
G:100
Returns target Cepter's creature with the lowest MHP to their hand.
Flavor
Overwhelming fear that causes weak creatures to abandon their posts and run for their lives.
Explanation
If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.
Advice
Since this targets a Cepter and not a creature, its effect will even work on creatures that have Anti-Spell. You can use this and catch them off guard!
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Fire Shift
G:100
Changes target territory belonging to user into a
land.
Flavor
Amplifies the elemental fire energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.
Advice
A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.
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Flatland
G:100
Hidden / If user has five or more level 2 territories, raise each
land's level by 1. / If not, Recycles to book.
Flavor
A secret strategy that can launch the user to victory by suddenly raising the level of a large number of territories that their enemies had ignored.
Explanation
Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
This card is Hidden from your enemies. It levels multiple lands all at once, so it can give your Total Magic a sudden, drastic boost.
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Fluxion
G:100
Hidden / User steals 30% of target enemy Cepter's magic if user
possesses less Current Magic than opponent.
Flavor
A secret strategy that involves defeating stronger Cepters by ambushing them when they least expect it.
Explanation
Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Advice
This card is Hidden from your enemies. If you throw your enemies off guard, you will be able to steal large amounts of magic.
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Fly
G:50
User uses 3 dice for their next roll.
Flavor
Borrows spirit energy from the upper atmosphere to create wings of light.
Advice
Roll an additional die to move faster. This is essential for making swift laps.
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Foresight
G:30
User views the top 6 cards in their book, then selects 1 to place in
their hand.
Flavor
Borrows power from the Supreme Goddess, Culdra to draw a card from the future.
Advice
Lets you draw whichever card you like from the top 6 cards in your book. It makes getting a card you need easier, but lets your opponents see your cards.
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Form Portal
G:140
Teleports user to the nearest gate. (User cannot roll the dice this
turn.)
Flavor
Forms a dimensional hole in the air that lets Cepters walk directly to the nearest gate.
Advice
A spell that lets you teleport to the nearest gate. It's useful for completing laps, so it's an important card.
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Freeze Cyclone
G:100
HP-20 to all and
creatures.
Flavor
Calls an icy storm that freezes fire creatures with frigid winds and shreds earth creatures with razor sharp shards of hail.
Advice
A spell that can attack all fire and earth creatures. If you use it well, it has the power to drastically change the match's outcome.
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Gift
G:100
User gains (User's rank x50)G. / User draws a number of cards equal
to their rank from their book.
Flavor
A gift from the heavens. It may seem small, but sometimes the smallest gift can mean the difference between life and death.
Advice
A spell where you can replenish both your hand and magic. The lower your rank, the stronger the effect.
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Goblin's Lair
G:10+
Places Goblin on land occupied by user if it is currently vacant. /
Recycles to Hand.
Flavor
This spell summons not goblins, but a goblin nest. A horrid, smelly place where new goblins are continually spawned.
Explanation
Goblin = / ST:20 / HP:30
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
A useful spell that lets you claim many territories. However, Goblins are weak, so you should swap them out for stronger creatures.
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Greed
G:30
Adds "1.5x Toll"
to target creature. (This creature's toll fees are multiplied by
1.5.) / User draws a card.
Flavor
By borrowing the power of the god of the gnomes, you will be able to take even more magic from your enemies when they set foot in your territory.
Advice
A spell that increases toll. The higher the territory level, the greater the effect. And of course, it's always nice to draw an extra card.
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Growth Body
G:20
MHP+10 to target creature (up to a max of 100).
Flavor
A spell to strengthen a creature's body. It's so effective, it will last until the creature dies or returns to the card it was summoned from.
Explanation
Changes to MHP last until the creature reverts to a card.
Advice
A spell that increases a creature's MHP. It's advised to use this on creatures with low MHP or on creatures that have been damaged.
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Haste
G:70
Adds "Dice 6-8"
to target Cepter. (Target Cepter's next two dice rolls yield from 6 to
8.)
Flavor
A spell that invokes the spirits of the land to reduce gravity around the target's feet, allowing them to move swiftly.
Explanation
This disappears after the Cepter it is on has finished moving.
Advice
A spell that sets the dice to roll a 6, 7, or 8. Best used to avoid dangerous enemy territory.
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Holy Banishment
G:90
Returns target creature to its Cepter's hand if the creature's
element differs from the territory it inhabits.
Flavor
Amplifies the repulsive force between differing elemental energy to eject a creature from its territory if it is a different element from the land.
Explanation
If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.
Advice
A spell that removes powerful creatures. If there are enemy creatures whose elements do not match the land, then remove them with this.
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Holy Word 1
G:30
Adds "Dice 1"
to target Cepter. (Target Cepter's next dice roll yields a 1.)
Flavor
...It existed before Culdra created the first world...
Explanation
This disappears after the Cepter it is on has finished moving.
Advice
It will set the next dice roll to 1. Use it so you can stop at a specific land, or use it on an enemy Cepter who is one step away from a high toll territory.
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Holy Word 3
G:10
Adds "Dice 3"
to target Cepter. (Target Cepter's next dice roll yields a 3.)
Flavor
...Ultimately, even fate itself could not be foreseen...
Explanation
This disappears after the Cepter it is on has finished moving.
Advice
It will set the next dice roll to 3. Good for stopping at a specific land, passing enemy territories, and making enemies stop at your lands.
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Holy Word 6
G:50
Adds "Dice 6"
to target Cepter. (Target Cepter's next dice roll yields a 6.)
Flavor
...For Culdcept has surpassed even Culdra, its creator...
Explanation
This disappears after the Cepter it is on has finished moving.
Advice
It will set the next dice roll to 6. It's useful when you want to stop at a specific land or when you need to get past a stretch of hostile territories.
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Holy Word 8
G:80
Adds "Dice 8"
to target Cepter. (Target Cepter's next dice roll yields a 8.)
Flavor
...In the end, it gained the power to twist the very laws of the universe using the power of uncertainty.
Explanation
This disappears after the Cepter it is on has finished moving.
Advice
Grants the biggest movement among the fixed dice spells. A good spell for Cepters who focus on making laps quickly.
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Home Ground
G:100
Hidden / If user has 4 or more placed creatures whose element
doesn't match the land they're on, the lands will change to match
the creatures. / If not, Recycles to book.
Flavor
A secret strategy that misleads the enemy by placing creatures on mismatching element lands and then suddenly changing the lands.
Explanation
Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
This card is Hidden from your enemies. If you randomly place your creatures at the start of a match, this lets you match them to their lands all at once.
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Hyperactive
G:40
Adds "Vigorous"
to target creature. (For 5 rounds, target creature gains the
Vigorous ability.)
Flavor
Optimizes a creature's body so that it never tires, no matter how much work it is given.
Explanation
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Advice
A spell that allows you to repeatedly use Territory Commands. Being able to use Secret Arts repeatedly is very powerful as well.
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Immobilize
G:80
Adds "Immobilize"
to all creatures. (Cannot be moved by Territory Commands.)
Flavor
Petrifies the lower half of each creature's body. They will still be able to attack, but can no longer move.
Advice
A spell that seals movement. Using this can ruin an enemy Cepter's plans to make Move Invasions.
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Incineration
G:10
User gains (number of creatures destroyed thus far x20)G, then the
number is reset.
Flavor
Burns away the leftover spirits of destroyed creatures, leaving only pure magic behind.
Explanation
"Creatures destroyed" only applies to creatures that were destroyed after being placed on a territory.
Advice
This spell is best used in a particularly heated match. Best used after a spell that defeats multiple creatures at once.
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Influence
G:80
Changes target territory into its owner's most numerous land
element.
Flavor
Harnesses the greatest type of elemental energy a Cepter possesses to reshape a land into one of that element.
Advice
A spell that helps with increasing chains among territories. Sometimes, you can even use it to disrupt an enemy's territory.
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Insect Swarm
G:120
HP-20 to all creatures that are not at maximum HP.
Flavor
A cloud of tiny flies whipped into a frenzy by the smell of blood. They will eat away at the flesh of any wounded creature in their path.
Advice
This spell can reduce creatures' HP directly and even potentially finish them off. However, its cost is high and it's a bit tricky to use.
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Joint World
G:50
Adds "Cross-Element Chains"
to world. (For 6 rounds,
and
territories chain together and
and
territories chain together.)
Flavor
Links the various elemental energies in the world together, causing power to flow together, unhindered by boundaries.
Advice
A global enchantment that lets elements chain with each other. It makes matches faster, so use it to get the last bit of magic you need to win.
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Land Drain
G:50
User steals (number of target's possessed territories x30)G from
target enemy Cepter.
Flavor
Siphons the magical energy that emanates from enemy territories before it can be collected by its rightful owner.
Advice
A spell that steals magic according to the number of territories. This will be especially powerful towards the end of a match.
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Land Transfer
G:100
Releases target territory from user's control and reverts it to
magic at 70% of its value.
Flavor
A spell that releases all the magic binding a territory to the user and then harvests that raw magic.
Advice
A spell that changes your territory into magic. If you build up your land chain and then use this card, you can expect major profit!
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Life Force
G:50 Adds "Life Force"
to target Cepter. (Creature and Item Cards' cost becomes 0G. When
this Cepter uses a spell, that spell is neutralized and this
vanishes.)
Flavor
The universe is founded on a balance of powers. Restricting the power of destruction will lead to an overabundance of creation.
Advice
Being able to use both Creature and Item Cards with no magic cost is very powerful. Can also be used to cancel out an enemy spell in an emergency.
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Life Stream
G:50
Fully recovers the HP of all creatures owned by the user.
Flavor
Requests aid from the messenger of the god of creation to come and heal the injuries of the user's creatures.
Advice
It's best used after multiple creatures are damaged from a wide-range spell. Good for keeping your creatures healthy when you're far from finishing a lap.
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Liquid Form
G:30
Adds "Random Ability Value"
to target creature. (In battle, target creature's ST & HP= Random
value between 10-70.) / User draws a card.
Flavor
Changes a creature's body to a liquid state. Liquefied creatures are in a constant state of flux, resulting in unpredictable strength and durability.
Advice
An enchantment that randomizes a creature's battle performance. The outcome will be a surprise!
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Long Line
G:70
Hidden / If user owns 4 or more territories in a row, user gains
500G. / If not, user draws 2 cards.
Flavor
A secret strategy that focuses on adjacent territories over element chains.
Explanation
Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Advice
This card is Hidden from your enemies. If you use it at just the right time, you can earn a huge amount of magic.
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Magic Bolt
G:50
HP-20 to target enemy creature.
Flavor
Focuses light energy in your fingertips and then fires it at your target.
Advice
This can defeat a creature with low HP in one shot. Even on tougher creatures, it's helpful for weakening them.
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Magical Leap
G:70
Transports user to any nearby territory of user's choice within 1 to
4 spaces. User cannot roll the dice this turn.
Flavor
The ability to leap, even if it's a short distance, to a safe place is most welcome when you find yourself in danger.
Advice
Even though it's restricted to a short distance, it's still useful to jump to a different territory.
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Magic Shelter
G:70
Adds "Anti-Spell Wall"
to target creature. (Target creature cannot be targeted by spells
and will be treated as if it has the Defensive ability.)
Flavor
Puts up a barrier that protects from magic, but those the barrier protects are forced to remain stationary.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Advice
An enchantment that can be used to add Anti-Spell to your own defenders, or Defensive to your enemy's creatures to stop them in their tracks.
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Magma Shift
G:120
Changes target level 3 or lower
territory into a
land, or changes target level 3 or lower
territory into a
land.
Flavor
Those who control lava can shape the land as they please.
Advice
A spell you can use to disrupt enemy territory. However, the lands it can be used on are limited, so it can be hard to use.
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Manna
G:0
User gains (lap number x50)G.
Flavor
A potent energy known to some as the "food of the gods."
Advice
Lets you earn magic quickly. You can use it immediately or wait until you've completed your current lap.
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Mass Growth
G:30+
MHP+5 to all creatures (up to a max of 100). / Synthesis: Items
(Changes target to "all creatures owned by the user.")
Flavor
Accelerates the growth of creatures, enemy and ally, across the map. If this spell is stabilized with the use of an item, its effect can be aimed at only your creatures.
Explanation
Changes to MHP last until the creature reverts to a card.
Synthesis = Activate this effect by discarding a specific kind of card.
Advice
A spell that strengthens a creature's MHP. It's advised to use this after you've spread a lot of weak creatures onto the map.
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Mass Phantasm
G:70
Adds "Nullified HP Effects"
to all creatures. (HP and MHP cannot be altered by spells.)
Flavor
Wraps all creatures in a shimmering veil of illusions, causing magic attacks to miss their mark.
Advice
An enchantment that renders spells useless against creatures. If you combine this with other cards, you will create unbelievable results.
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Merciful World
G:50
Adds "Mercy"
to world. (For 6 rounds, all Cepters cannot invade territories of
Cepters ranked below them.)
Flavor
Creates a gentle world where the strong show mercy to the weak.
Advice
A global enchantment best used when you're lagging behind. Although its time is limited, it lets you focus on recovering.
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Metal Form
G:70
Adds "Metallization"
to target creature. (Has "Neutralizes: Normal Attacks", but cannot
use armor.)
Flavor
Transforms a creature's body to metal to protect it from physical attacks.
Explanation
Neutralizes = Does not receive damage from opponent during battle.
Advice
An enchantment that makes your creature immune to all Normal Attacks. Use this mighty enchantment on an important territory.
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Metamorphosis
G:80+
User selects an item or Spell Card from target enemy Cepter's hand
and changes all copies of the selected card in all Cepters' hands
and books to Holy Word 6.
Flavor
Disrupt the enemy's evil plans and lead them back onto a righteous path.
Explanation
Holy Word 6 = Give Dice 6 to target Cepter. Makes the next roll 6.
Advice
A spell that can nullify a key card in your opponent's book. The cost is high, but it's worth it.
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Miracle Call
G:70
User draws 1 Evo Card from their book. / If an Evo Card can't be
drawn, user draws 2 cards instead.
Flavor
A call for help in times of crisis. Upon hearing it, the creature you raised with loving care will hurry to your side.
Advice
Only 2 Evo Cards can be added to a book, so if you want to make sure you draw yours, you'll definitely want to add this card as well.
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Mirror World
G:70
Adds "Extinction"
to world. (For 6 rounds, at Battle Start, if either creature has
multiple copies in play, that creature is destroyed.)
Flavor
Creates a ruthless world full of evil twins. You never know when yours will find you...
Advice
A global enchantment that destroys duplicate creatures. Use this to threaten an opponent who floods the map with the same creature.
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Misty World
G:50
Adds "Anti-Spell"
to the world. (For 6 rounds, all Cepters cannot be targeted by
spells.)
Flavor
A thick fog blankets the world, dampening the power of spells and making it impossible to properly target other Cepters.
Advice
A global enchantment which will disable all Cepters from using spells. Using this can drastically change a match.
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Natural World
G:70
Adds "Abilities Disabled"
to the world. (For 6 rounds, Secret Art, Upon Defeat, and Battle End
abilities do not activate.)
Flavor
This spell alters the universe itself and temporarily removes the law of existence required for the cards of Culdcept to fully exert their powers.
Advice
A global enchantment which will disable certain effects from all creatures. Using this can drastically change the outcome of the match.
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Obliteration
G:80
All Cepters lose (number of Element Gems owned x70)G. / If there is
no Gem Store, all Cepters lose 10% of their current magic.
Flavor
Overloads the elemental energy in all active Element Gems, causing them to detonate and blow away their owners' magic.
Advice
When there is a Gem Store on the map, this is a useful spell to use when enemy Cepters have far more Gems then you do.
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Outrage
G:100
Moves target creature to adjacent enemy territory.
Flavor
Enrages a creature, causing it to invade nearby territory without thinking.
Advice
This spell can move either your or your enemy's creatures. Try moving one enemy's creature into another enemy's territory to watch the sparks fly.
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Pacifism
G:70
Adds "No Invasions"
to all Cepters. (For 2 rounds, you cannot invade.)
Flavor
Drains the fighting spirit from all Cepters to temporarily prevent any battles. However, this false peace will only last for so long...
Advice
A spell that prevents invasions for all Cepters. When you're in the lead, the enemy won't be able to make a comeback if this spell is in their way.
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Peace
G:70
Adds "Peace"
to target creature. (Cannot be invaded, and toll becomes 0G.)
Flavor
An enchantment that causes all living things that approach to forget conflict and strife.
Advice
A spell to protect your creature from invasions. You can also put it on the enemy's most expensive territory, so they won't be able to charge tolls.
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Penalize
G:80
Adds "Paralysis"
to all Evo Cards. (Can't attack or use items, and abilities do not
activate.)
Flavor
A penalty issued by Culdra to the swiftly growing dragon tribe, in order to balance the universe.
Advice
Good for dealing with multiple Evo Creatures at once. A card for taking down Evo Cards that are too powerful.
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Philosophy
G:50
If user has a card with the Synthesis ability in hand, draw 3 cards
/ If not, user draws 2 cards.
Flavor
The scholar who developed this technique considers it to be the truth of the world.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Advice
A spell that goes through your book faster so you can get the cards you need. Best used with a Synthesis card so you can draw 3 cards.
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Plague
G:100
Adds "Poison"
to all creatures. (At the end of a battle, the creature's base HP is
reduced by half of its MHP.)
Flavor
Generates a highly contagious pathogen and spreads it far and wide.
Advice
This targets all creatures, so it's best to combine it with a spell that targets only creatures with enchantments.
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Poison Mind
G:20
User views the top 6 cards in target enemy Cepter's book, then
selects 1 to destroy. / User draws a card.
Flavor
See into a Cepter's mind, disrupting their thoughts and causing them to drop one of their cards.
Advice
This spell lets you destroy a card from your enemy's book and gives you a chance to look at the cards they'll be drawing in the near future.
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Prophecy
G:40
User draws 1 card of a specified type from their book.
Flavor
The best prophets are not those who simply tell of future events, but those who change the world for the better to fulfill their prophecies.
Advice
A spell that allows you to draw a card type from the book. This is best used when you really need to draw an important card as soon as possible.
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Purify
G:20
Removes all
effects from the map. User then gains (number of different
removed x50)G.
Flavor
A spell that reverts all enchantments into the base magic used to cast them.
Advice
A spell that erases all enchantments. It can earn you a lot of magic if you spread a lot of enchantments before using this spell.
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Quicksand
G:100
Adds "Force Stop"
to target creature. (The next Cepter who tries to pass this
creature within 2 rounds must stop here.)
Flavor
Conjures a field of quicksand around a creature. It sucks in the feet of anyone trying to pass, forcing them to stop.
Explanation
"Force Stop" will not activate or be consumed if a Cepter lands directly on this territory.
Advice
Use this on a high level territory to force enemy Cepters to stop on it. The cost is high, but the results are worth it.
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Quietude
G:70
Adds "Mute"
to all Cepters (Spells cannot be used for one round.)
Flavor
Though its duration is limited, not being able to cast spells can be fatal for a Cepter.
Advice
This can stop the enemy Cepter's spell in an important situation. It won't be useful immediately, but it has the potential to flip the situation.
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Quintessence
G:80
Changes a target territory with a level lower than 5 to .
Flavor
After years of research, alchemists discovered a fifth element comprised of the other four. This spell infuses a land with the power of this new element.
Advice
Use this spell to obtain the land effect on your own territory or disrupt your enemy's land effect and chains. It's a very versatile spell.
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Ray of Law
G:60
Destroys all cards with a value of 100G and up in all Cepters'
hands.
Flavor
The power of the God of Creation seals away all cards that would bring ruin to the world.
Advice
It can destroy powerful cards from all Cepters' hands. It's best to combine this spell with a book full of low-cost cards.
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Ray of Purge
G:50
Destroys all
spell cards in all Cepters' hands.
Flavor
When the will of the god of creation becomes a light that blankets the world, cards that sow discord will be reduced to ash.
Advice
It removes enchantment spells instantly from all Cepters' hands. Prepare to have the other Cepters all grumbling at you after you use this.
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Redivision
G:100
Redistributes all Cepters' magic so that it is spread equally among
them.
Flavor
Those who have little are filled with want. Those who have much are filled with fear.
Advice
A spell that makes the total existing magic a weapon. Use it when one of your enemies is about to win to make them cry.
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Reincarnation
G:70
User discards all cards from current hand and draws a number of
cards equal to the number they discarded +1.
Flavor
Everyone goes through times when they want to abandon everything and start over. However, doing so isn't always guaranteed to improve the situation...
Advice
Exchanges your entire hand. If you want to go through your book faster for the right cards, this spell is extremely useful.
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Release
G:50
Adds "Unlock Limits"
to user. (For 4 rounds, ignore item restrictions and land
restrictions.)
Flavor
For a fleeing window of time, its user is freed from the shackles of impossibility. With greater freedom comes greater possibilities.
Advice
A spell that ignores item and land restrictions. Allows you to make combinations that are normally impossible.
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Relief
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book
Flavor
Send the right man for the right job.
Explanation
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
Use this to match your placed creatures to the element of the land they're on. This card will return to your book, so you can continue to use it.
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Remission
G:100
Target gate will be marked as passed. (Cannot be used on the final
gate needed to complete a lap.)
Flavor
Draws in magical energy from a distant gate, tricking it into thinking that the user has passed it.
Advice
A spell that can shorten the route you need to take to complete a lap. Depending on the map, it may let you make some quick laps.
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Remote Switch
G:30
Changes the direction of all Path Switches. / Recycles to Book. / If
no Path Switch is present, user draws a card.
Flavor
A spell that allows Cepters to use telekinesis to remotely change the Path Switch.
Explanation
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
A spell only for maps with Path Switches. If used at the right time, it can send other Cepters down a bad path.
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Restore
G:40
Removes Fatigued from target creature. / Fully recovers target
creature's HP.
Flavor
Heals a creature's injuries and fatigue so they can rejoin the battle immediately.
Advice
This spell will remove Fatigued. When you combine it with a creature who has a Secret Art ability, it can activate its ability immediately.
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Revival
G:80
Target Cepter's book is reverted to the state it was in when the
game began.
Flavor
Culdra's power gathers up all a Cepter's lost, broken, and discarded cards and reforms their book to the state it was in before the battle.
Advice
A spell that can reset books. It's useful when you want to draw a card you already used.
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Senility
G:100
Adds "Last Breath"
to target creature. (This creature is destroyed at the end of
battle.)
Flavor
A curse that causes creatures to quickly age, making their bodies frail and their bones brittle.
Advice
Ensures its target is defeated after a battle. Use it to topple an especially tough enemy territory. Its cost is high, but at the end of a match, it's worth it.
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Sense of Wild
G:80
User draws a card. If the drawn card is a creature, it is summoned
to a random vacant land.
Flavor
In order to make the most of this spell, a Cepter must sharpen their sixth sense.
Explanation
If there are no empty lands, the Creature Card is added to the user's hand.
Advice
A spell that places creatures randomly. For books that have more creatures, it's a very useful spell.
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Shatter
G:30
User selects an Item or Spell Card from target enemy Cepter's hand
and destroys it.
Flavor
During the war of the gods, the rebellious god was wounded by finely forged weapons and armor. His grudge towards those items still lingers in this card.
Advice
Destroys a card from the enemy Cepter's hand. Aim for the enemy's most important cards.
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Shining Geyser
G:100+
HP-30 to target enemy creature. / Synthesis:
Spells (Changes effect to "HP-40.")
Flavor
Intense light erupts from a territory, dealing huge damage to creatures. Sacrificing another spell to fuel this card's power increases the light's intensity.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Advice
The cost is high, but the spell gives huge damage to an enemy creature. If you use the Synthesis ability, the damage will increase.
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Sigil of Drain
G:20
Adds "Drain Spell"
to target creature with no Secret Art. (Grants "Secret Art (20G):
User steals 10% of target enemy Cepter's Current Magic.")
Flavor
Places a magic seal on a creature that grants it the use of a drain spell.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
If this is added to a creature that already has a Secret Art, it will only be able to use its native Secret Art.
Advice
A spell that grants a Secret Art ability that lets you steal magic. If you absorb too much magic, you'll anger the other Cepters, so use it with care.
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Sigil of Float
G:40
Adds "Move Spell"
to target creature with no Secret Art. (Grants "Secret Art (50G):
Adds "Dice 5"
to target Cepter.")
Flavor
Places a magic seal on a creature that grants it the use of a floating spell.
Explanation
Secret Art = Used as a Spell in the Spell Phase. Dice 5 = Rolls 5 on dice.
If this is added to a creature that already has a Secret Art, it will only be able to use its native Secret Art.
Advice
It gives a creature a Secret Art that lets it add the "Dice 5" enchantment to a Cepter. With this ability, you won't need to rely on dice Spell Cards.
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Sigil of Shrink
G:40
Adds "Shrink Spell"
to target creature with no Secret Art. (Grants "Secret Art (50G):
MHP-10 to target creature.")
Flavor
Places a magic seal on a creature that grants it the use of a shrinking spell.
Explanation
Secret Art = Used as a Spell in the Spell Phase.
Changes to MHP last until the creature reverts to a card.
If this is added to a creature that already has a Secret Art, it will only be able to use its native Secret Art.
Advice
It gives a Secret Art ability. If you use this on a creature with the Vigorous ability, you can maximize its effectiveness.
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Sneak Hand
G:100
Hidden / User steals an Item Card from the hand of a target enemy Cepter
with two or more Item Cards.
Flavor
A secret strategy that focuses on taking items from owners who probably won't even notice they're gone...
Explanation
Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Advice
This card is Hidden from your enemies. Good for stealing a powerful card your opponent was saving.
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Solid World
G:70
Adds "Land Protection"
to the world. (For 6 rounds, lands cannot have their level lowered
and their element cannot be changed by spells.)
Flavor
Stretches an invisible barrier over the world. Lands under this barrier's protection cannot be destroyed or transformed by unnatural means.
Advice
A spell that won't allow players to weaken any lands. When you're winning a match, it's best to use this to secure your advantage.
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Spartoi
G:30+
Places a Skeleton on a random vacant land.
Flavor
An ancient spell cast by planting the teeth of a hydra in the ground. From the teeth, an army of skeletons grows. It's a popular spell among evil wizards.
Explanation
Skeleton = / ST:30 / HP:40
Advice
A useful spell that will let you claim a territory. However, Skeletons are quite weak, so you should swap it out for a stronger creature as soon as you can.
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Speed Penalty
G:70
User steals (target's lap # - user's lap # x100)G from the enemy
with the highest lap number. (If user has highest lap number, no G
will be taken.)
Flavor
A spell that brings poetic justice down upon Cepters who focus too strongly on making laps.
Advice
Hinders Cepters who earn their magic by making laps. If you're far behind in number of laps, you may be able to steal a lot of magic.
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Spirit Walk
G:20
Adds "Distant Movement"
to target creature. (Creature can move to any vacant land.)
Flavor
By harnessing the same power as the tree spirit, Dryad, your creatures will be able to instantly reach faraway lands.
Advice
A spell that allows creatures to move freely. It's useful for connecting chains and moving creatures for invasions.
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Squeeze
G:50
User chooses a card from target Cepter's hand and destroys it. /
Target Cepter gains 150G.
Flavor
Forcefully extracts the magical energy from a card. Cards that have been drained of their magic crumble into ashes.
Advice
A spell that changes a card into magic. Can be used either to destroy your enemy's key cards or recycle your cards.
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Steal Gem
G:40
User steals one random element gem from target enemy Cepter. / If
there is no Gem Store, user will steal 80G from target enemy Cepter.
Flavor
Summons a magical hand that steals gems from other Cepters.
Advice
One of the few options for manipulating Element Gems. You can't choose the type, but it's much cheaper than buying from the Gem Store.
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Stone Blast
G:80
HP-30 to target or
creature.
Flavor
Cepters debate whether this spell calls a gale full of stones or speeding stones that create a gale. Either way, it's bad news for any air or earth creatures caught in it.
Advice
It's limited to certain elements, but 30 damage is quite powerful.
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Storm Shift
G:120
Changes target level 3 or lower
territory into a
land, or changes target level 3 or lower
territory into a
land.
Flavor
Those who control the atmosphere can make the sky and sea do their bidding.
Advice
A spell you can use to disrupt enemy territory. However, the lands it can be used on are limited, so it can be hard to use.
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Subsidence
G:100+
Lowers level of target enemy Cepter's highest level territory by 1.
/ Synthesis: Subsidence (Changes target to "all Cepters.").
Flavor
Converts magical energy in a territory into gravity to crush the land. Using two of these cards at once causes gravity spikes all over the map.
Explanation
Synthesis = Activate this effect by discarding a specific kind of card.
Advice
A spell that lowers the level of an enemy territory. It'll be difficult, but try collecting two of this card for its Synthesis ability.
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Sudden Impact
G:100
Hidden / Lowers level of target level 4 territory by 1.
Flavor
A secret strategy that disrupts the development of an enemy's territory by raising up sharp boulders from below.
Explanation
Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Advice
This card is Hidden from your enemies. If a careless enemy raises their land level to 4, that's your chance!
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Temptation
G:70+
Use target creature's Secret Art.
Flavor
Beguiles an enemy creature, allowing you to use its skills for yourself.
Explanation
Usable even when target creature is Fatigued. No cost needs to be paid for the Secret Art being used as a result of this spell.
Advice
A spell that allows you to use a creature's Secret Art. It can be used on Fatigued creatures, and is very powerful.
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Theft
G:100
User chooses a spell card from target enemy Cepter's hand and steals
it.
Flavor
Blatantly stealing an enemy's spell is a tactic that should only be used as a last resort for a Cepter.
Advice
Steal whichever spell you like. Lets you get a card and disrupt your enemy too. Can even be used to take back cards the enemy stole from you.
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Thrust Blow
G:70
Moves target creature to adjacent vacant territory.
Flavor
Disrupts atmospheric pressure to create an intense wind that blows creatures away to a completely different land.
Advice
Moves enemy creatures to another space to break their land effect or chain. Since it moves them to vacant lands, it won't cause battles.
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Thunderclap
G:100
Hidden / HP-30 to target creature with summon conditions.
Flavor
A secret strategy that surprises the enemy by summoning a bolt of lightning from a clear blue sky.
Explanation
Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Advice
This card is Hidden from your enemies. Limited to creatures with summoning conditions, but is able to deal a large amount of damage.
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Tiny Army
G:100
Hidden / If user has 5 or more creatures with MHP of 30 or under,
those creatures receive MHP +10 and user gains 500G. / If not,
Recycles to Book.
Flavor
A secret strategy that utilizes a small army with high morale.
Explanation
Hidden = This card is flipped face-down to other Cepters while it is in your hand.
Changes to MHP last until the creature reverts to a card.
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).
Advice
This card is Hidden from your enemies. This goes well with a book full of small creatures. Attack the opponent while they're underestimating you!
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Turn to the Wall
G:80
Transforms target creature into a specific Defensive creature of the
same element.
Flavor
Overloads a creature's inherent elemental energy, causing it to transform into a concentrated elemental mass.
Explanation
Defensive = Cannot invade or be moved with Move Creature.
Depending on its element, the targeted creature will change accordingly.
Advice
It can transform a fearsome enemy creature into something easier to defeat or transform one of your weaker creatures into a solid defender.
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Tyranny
G:100+
Adds "Paralysis"
to all creatures with MHP of 30 and under. (Creatures cannot attack
or use items and their abilities do not activate.)
Flavor
When faced with the power of absolute authority, weak creatures are struck with fear and find themselves unable to move.
Advice
This can be used to disable the abilities of all weak creatures that are hard to defeat in regular combat.
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Uniformity
G:60
Gives "200 Toll"
to target Cepter. (For 3 rounds, the toll fee for all of a Cepter's
territories become 200G.)
Flavor
This spell equalizes all a Cepter's territories. Regardless of how strong or weak a territory is, it will be made the same as the rest.
Advice
This makes all of a Cepter's tolls a fixed 200 G. Can be used to lower the toll of an enemy Cepter's territories, or increase the toll of your own.
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Vitality
G:30
Adds "Ability +20"
to target creature. (In battle, this creature is granted ST &
HP+20.) / User draws a card.
Flavor
An untapped well of power lies deep in the heart of every living thing. Those who claim to know their limits are merely ignorant of their own potential.
Advice
A spell that strengthens creatures. It can also be used to overwrite harmful enchantments. And of course, it's always nice to draw an extra card.
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Vortex
G:40
Adds "No Battle Abilities"
to target creature. (In battle, effects and abilities besides this
one do not activate.) / User draws a card.
Flavor
Creates a black vortex in the sky that sucks in everything and reduces it to nothingness. Magic, abilities, light... nothing is safe from oblivion.
Advice
A spell that prevents abilities from activating in battle. Those with high base ability values will be at an advantage with this spell.
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Waste World
G:70
Adds "Raise Cost"
to the world. (For 6 rounds, cards of rarity
require 1.5xG to use, cards of rarity
and
require 2x G to use.)
Flavor
Creates a world where those with nothing are given peace, and those with everything are given suffering.
Advice
A global enchantment that makes Cepters with high rarity cards suffer. The effect is limited, so timing is important.
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Water Shift
G:100
Changes target territory belonging to user into a land.
Flavor
Amplifies the elemental water energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.
Advice
A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.
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Wind of Hope
G:40 User draws 2 cards from
their book.
Flavor
Summons the messenger of Culdra, the Supreme Goddess to bestow cards upon a weary Cepter.
Advice
Lets you draw 2 cards. The more cards you have in your hand, the more options you will have.
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