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
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Click a card to view it full size. Click on Flavor, Explanation and Advice for a card to show or hide the extra text.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Living Helmet ST:20 HP:30 MHP:30 G:50
Item CreatureFlavor
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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Water Creatures
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
Sludge Titan ST:50 HP:60 MHP:60 G:90
Item Limit:
Battle Start: If HP is not at maximum, this creature is destroyed. /
RegeneratesFlavor
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.
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.
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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Earth Creatures
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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Air Creatures
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.
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.
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.
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.
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.
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.
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.
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.
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.
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). / VigorousFlavor
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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Spells
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
Last Updated on Wednesday, 10 January 2024 12:59
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