Multi-Step Combos are a whole lot simpler to understand than they are to execute successfully - but when you do pull them off, they can be devastating. They require at least two steps, but sometimes as many as five or six.
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(any mass-damage spell or Territory Ability)
Insect Swarm G:80 Deals 20 damage to all creatures in target area that have already taken damage.
"Need to wipe the board out? (Warning: This will not make you any friends... Enjoy!)" - Whooh05
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(any mass-enchantment spell)
Exorcism G:60 Clears all creatures of Enchantments in the target area. / MHP+10 to affected creatures.
"All creatures get +10 MHP." - Jasoya
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(any of the mutually-assured destruction combos)
Goblin's Lair G:10+ Places Goblin on land occupied by user if it is currently empty. / Adds Goblin's Lair to hand.
"Managed to clear off that level 5 land last turn, but your creature also died in the process? Plop a placeholder Goblin down on it during your spell phase so that you can Relief or exchange a better land holder in." - Fluff
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(deck-compression spells - Find, Wind of Hope, etc.)
Peri ST:30 HP:30 MHP:30 G:50+ Cannot be targeted by spells or territory abilities. / In Battle: ST & HP+20 when user's book has 3 fewer remaining cards than opponent's book.
"Running a lot of cards that keep you ripping through your deck? Might as well throw in Peri and enjoy a creature that's 50/50 in battle and can't be targeted by spells or territory abilities. Revival can reset your opponent to 50 cards anytime you need it." - Dirk Dorkelson
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Anti Element G:60 Target creature cannot receive land effect.
Night Fiend ST:0 HP:40 MHP:40 G:70+ Land Limit: Item Limit: Attacks First / In Battle: ST+ (level of battle territory x20).
"On a level 5 land, that defender is going down even if they have 80HP to begin with. Weathering neutralizes that pesky blue land restriction." - Whooh05
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Aurora G:50 Raises the value of all symbols by 20%.
Grace G:30 Caster gains 15% of the total value of target Cepter's symbols in magical powers.
"Aurora increases the value of symbols. Grace gives 15% of your symbol value. When one goes up, the other gets better. Simple!" - Whooh05
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Brass Idol ST:0 HP:20 MHP:20 G:40 Item Limit: Defensive / Global Ability: All Cepters draw two cards when drawing instead of one.
Brass Idol ST:0 HP:20 MHP:20 G:40 Item Limit: Defensive / Global Ability: All Cepters draw two cards when drawing instead of one.
Exile G:100 Returns 1 creature with Enchantment to owner's hand.
"If a creature is returned to your opponent's hand when their hand is full, it is destroyed. Great way to deal with those pesky land holders that you can't beat in a fair fight. Brass will make sure they have a full hand all the time to bounce those critters off of." - Zen
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Catastrophe G:300+ HP=1/2 to all creatures.
Catastrophe G:300+ HP=1/2 to all creatures.
"No matter how high and mighty the creatures are out on the field, everything dies with this combo." - Jasoya
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Catastrophe G:300+ HP=1/2 to all creatures.
Tempest G:200+ Deals 20 damage to all creatures.
Insect Swarm G:80 Deals 20 damage to all creatures in target area that have already taken damage.
"Do-over!" - Andyman
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Conjurer ST:20 HP:30 MHP:30 G:40 Item Limit: Territory (80G): Summons Ba-al to vacant land of user's choice, then is destroyed. / Scroll Critical Hit
Raise Dead G:30 Returns last destroyed creature to hand. / Recycles to Book.
"He shall fulfill his wish of a Ba-Al army and to bring Armageddon to all Cepters." - Jasoya
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Demonic Trade G:200+ Transforms all of the creatures in user's territories into Goblins. / User gains G= (# of Goblins placed x100G magic).
Demonic Trade G:200+ Transforms all of the creatures in user's territories into Goblins. / User gains G= (# of Goblins placed x100G magic).
"(x number of creatures transformed x100G) x2. Yeah, if you manage to have 20 creatures, Goblins or not, this combo will be worth 4000G!" - Jasoya
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Desert Storm G:80 Prevents changing of levels in any territories in the target area for 2 rounds.
Punisher G:100 Deals 20 damage to all creatures in territories with Enchantments.
"Cast Desert Storm. Wait until it's off your creatures, then cast Punisher to deal 20 damage to every creature but your own." - Dirk Dorkelson
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Dream Terrain G:40 User gains 50% of tolls collected by other Cepters until user reaches the castle.
Fog G:50 Decreases target territory's toll value by 1/2.
"Turn a base land value of 100 that has a toll value of 2816 (level 5 land with a 5-chain) and reduce your payment to 704 - that's a pretty nice discount!" - Jasoya
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Goblin's Lair G:10+ Places Goblin on land occupied by user if it is currently empty. / Adds Goblin's Lair to hand.
Demonic Trade G:200+ Transforms all of the creatures in user's territories into Goblins. / User gains G= (# of Goblins placed x100G magic).
"Yes, that's right... you can transform Goblins into Goblins to get the G benefit even." - Jasoya
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Golden Totem ST:0 HP:30 MHP:30 G:0 Item Limit: Defensive / Territory (0G): Gives its user 300G, then is destroyed
Raise Dead G:30 Returns last destroyed creature to hand. / Recycles to Book.
"Sacrifice Golden Totem for 300G then use Raise Dead to start the process all over again." - Jasoya
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Gooba Queen ST:10 HP:40 MHP:40 G:30+ Item Limit: Territory (20G): Summons Gooba to vacant land of user's choice.
Land Transfer G:20 Releases target territory from user's control and reverts it to magic. / Recycles to Book.
"Send in her Goobas and get your royal payment." - Jasoya
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Granite Idol ST:0 HP:20 MHP:20 G:60 Item Limit: Defensive / Global Ability: All Cepters cannot be targeted by spells or territory abilities (except those that dispel effects).
Disbelief G:90 All Cepters lose (number of symbols owned x5G) magic.
"Granite stops those pesky symbol cards like Grace and Corruption. Now that the symbol user has been crippled, hit them hard with Disbelief." - Whooh05
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Gravity G:50 All Cepters' next die roll yields a 1.
Scourge G:80 Decreases magic of all Cepters with Enchantments by 30%.
"Obviously, if you are only going to move one space yourself, you'd like to try and make it useful for yourself first. Second, you could cause all kinds of havoc on the board, depending where other players are located. It's also handy when multiple players are casting Trespass as more than one person approaches the castle at the same time. Follow it up with the Scourge and hit everyone except yourself for 30% of their magic, which is a nice value for the 80G it cost you." - Goavibe
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Haste G:50 Locks target Cepter's die roll to 6-8 for 2 rounds.
Fly G:20 User rolls two dice this turn.
"This one works on the DS, too. It moves you 18-24 spaces in two turns. Zooof!" - IVIad IVIaxx
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Heat Imp ST:20 HP:20 MHP:20 G:10+ Territory (50G): Reduces target Cepter's most numerous symbol by 40%, then is destroyed.
Wind Imp ST:20 HP:20 MHP:20 G:10+ Territory (50G): Target enemy Cepter's G is reduced by 50%, then is destroyed.
Raise Dead G:30 Returns last destroyed creature to hand. / Recycles to Book.
"Make any Cepter poor and godless." - Jasoya
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Leshy ST:30 HP:40 MHP:40 G:50 Defensive / Battle End: Raises level of battle territory by 1.
Telekinesis G:100 Moves target creature 1 space.
Silver Plow G:100 Battle End: Raises level of battle territory by 1.
"Leshy levels up land at the end of combat. Silver Plow levels up land at the end of combat. If the Leshy is on a level 2 land, then you just boosted it to level 4 for only 200G. I'm thinking of making a Leshy deck. One that involves Weakness, Leshy, Telekinesis, Senility, Chariot, Silver Plow, and Relief. Make one with at least 1 of each of those cards, I think you could have a very scary standalone Leshy deck." - Whooh05
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Lung ST:0 HP:30 MHP:30 G:50+ Land Limit: Item Limit: In Battle: ST & HP= (number of symbols owned by user).
Pressure G:70 Lowers the value of all symbols by 30%.
"Not willing to spend the big bucks to make Lung a contender? Drop the stock market with Pressure and buy, buy, buy! This has the added benefit of hitting those symbol users where it hurts." - Whooh05
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Marble Idol ST:0 HP:20 MHP:20 G:70 Item Limit: Defensive / Global Ability: Creatures of the same type as those already in play cannot be summoned.
Changeling G:100 Transforms 2 of the cards remaining in target enemy Cepter's book into Goblins.
"This isn't really all that useful, but I pack four of these (plus Goblin's Lair) in a still-evolving Marble Idol deck I'm playing around with. It's fun to watch your opponent get stuck with a bunch of Goblins he or she can't even use. And if you're playing against a gimmicky theme deck, Changeling can really throw a wrench into the works. (How do you know you'll draw that Powder Eater, or even Revival? Maybe they've been transformed!) That said, Changeling is a weird card. It seems like 100G is a really high cost for what it does." - Dirk Dorkelson "This combo is far more effective on the PS2 because, unlike in Saga, The goblinized cards don't disappear when the book recycles unless the opponent has the spell Revival in their deck. I have done battles with 16 of my opponent's cards changed into Goblins which most of the time the opponent was running around unable to summon a creature." -Jasoya
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Mass Phantasm G:100 Adds Phantasm to all creatures in target area.
Invisibility G:60 User's territories cannot be targeted by spells or territory abilities (except those that dispel effects). Effect ends if user casts a spell.
"Nothing can harm your creatures, NOTHING!!! (Now if only they made an idol that stopped Cepters from targeting other Cepters with enchants)" - Jasoya
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Mutation G:40 MHP+20 to target creature (up to a maximum of 80). / Adds Poison.
Exorcism G:60 Clears all creatures of Enchantments in the target area. / MHP+10 to affected creatures.
"As you're removing the Poison effect from your creature, why not give your creature an extra boost of 10 MHP at the same time?" - Jasoya
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Mutation G:40 MHP+20 to target creature (up to a maximum of 80). / Adds Poison.
Vitality G:40 In battle, ST & HP+20 to target creature.
"Nothing quite like +30/+50 in combat. Vitality does a good job of overwriting the Poison from Mutation." - Zen
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Permission G:80 User gets clearance from all forts.
Chaos Panic G:90 All Cepters travel in the opposite direction next turn.
"If used correctly, you can lap twice in at least two turns after passing the castle while denying the opponent(s) their lap bonus for possibly several more rounds." - Jasoya
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Powder Eater ST:1 HP:1 MHP:1 G:0 Item Limit: Multiplies when moving, leaving copies in both former and new locations.
Demonic Trade G:200+ Transforms all of the creatures in user's territories into Goblins. / User gains G= (# of Goblins placed x100G magic).
"Transform those cute little fuzz balls into hideous Goblins for mucho G." - Jasoya
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Powder Eater ST:1 HP:1 MHP:1 G:0 Item Limit: Multiplies when moving, leaving copies in both former and new locations.
Relief G:30 Exchanges creatures in 2 of user's territories. / Recycles to Book.
"Have you taken over an entire row of the board with 80/80 Powder Eaters and there's no place to Spirit Walk to? Relief one puffball onto another arm and start the fuzzy march all over again." - Whooh05
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Shine G:150 Raises the value of all symbols by 50% for 2 rounds.
Grace G:30 Caster gains 15% of the total value of target Cepter's symbols in magical powers.
"Late-game, this is just so wrong!" - Andyman
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Waste G:70 Target enemy Cepter's creature and item cards cost double magic until target reaches the castle.
Word of Recall G:80+ Transports target Cepter straight to castle. User cannot roll the die this turn.
"Word of Recall has a nasty habit of preventing your opponent from gaining his/her lap bonus. Throw Waste on them and Recall for even more pain. Since they never officially hit the castle for their lap bonus, they never officially hit the castle to remove the Waste as well. (Warning: This combo is evil incarnate. It will not make you any friends... Enjoy!)" - Whooh05
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Wizard Eye G:0 User views the top 6 cards in target Cepter's book. /Â Adds Wizard Eye to hand.