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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Neutral Creatures
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.
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.
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.
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.
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.
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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Fire Creatures
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.
Cait Sith ST:20 HP:30 MHP:30 G:50
Land Limit:
Neutralizes: Attacks from creatures with ST of 40 and up. /
Anti-SpellFlavor
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.
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.
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.
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.
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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Water Creatures
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.
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.
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.
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.
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.
King Tortoise ST:50 HP:60 MHP:60 G:100
Item Limit:
Attacks LastFlavor
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
Sage ST:20 HP:30 MHP:30 G:80
Support: All / Immune to Destroy Item and Steal Item effects. /
Scroll Critical HitFlavor
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.
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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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.
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.
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.
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.
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.
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.
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.
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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Items
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 .
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Last Updated on Friday, 12 January 2024 10:00
Card of the Moment
Subsidence Revolt G:100+ Lowers level of target enemy Cepter's highest level territory by 1. / Synthesis: Subsidence (Changes target to "all Cepters.").
Culdcept Revolt
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