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Multi-Step Combos

Know of a great combo not featured here yet? Let us know in the forum or via e-mail!

Multi-Step Combos are a whole lot simpler to understand than they are to execute successfully - but when you do pull them off, they can be devastating. They require at least two steps, but sometimes as many as five or six.

   


(any mass-damage spell or Creature Spell)
Insect Swarm Rare Multi-Flash
G:120
HP-20 to all creatures that are not at maximum HP.

"Need to wipe the board out? (Warning: This will not make you any friends... Enjoy!)" - Whooh05

 


(any of the mutually-assured destruction combos)
Goblin's Lair Single-Flash
G:10+Card
Places Goblin on land occupied by user if it is currently vacant. / Recycles to Hand.

"Managed to clear off that level 5 land last turn, but your creature also died in the process? Plop a placeholder Goblin down on it during your spell phase so that you can Relief or exchange a better land holder in." - Fluff

 

 

(creatures with Unyielding ability and no Creature Spell ability)

Sigil of Drain Single-Enchant
G:20
Adds "Drain Spell" Enchant to target creature with no Secret Art. (Grants "Secret Art (20G): User steals 10% of target enemy Cepter's Current Magic.")
Sigil of Float Single-Enchant
G:40
Adds "Move Spell" Enchant to target creature with no Secret Art. (Grants "Secret Art (50G): Adds "Dice 5" Enchant to target Cepter.")
Sigil of Shrink Strange Single-Enchant
G:40
Adds "Shrink Spell" Enchant to target creature with no Secret Art. (Grants "Secret Art (50G): MHP-10 to target creature.")

"Let's you gain access to certain Creature Spells every round. Try Sigil of Drain on Great Nimbus and steal 10% of an opponent's G at the start of every round. That's what I call round gain!" - SBRJCT

 
Chariot Strange Single-Flash
G:50
Moves user's target creature 2 spaces. / Recycles to Book.
Great Fossil Strange
ST:0 HP:30 MHP:30 G:30+
Item Limit:
Defensive / Does not claim tolls / Upon Defeat: Transforms into Tyrannosaurus.
Twin Spike Strange Tool
G:30
ST+20 / Attack Bonus: Transforms opponent into same creature as equipped creature.

"That massive level 5 toll making you nervous? Negate the problem for everybody with a quick visit from Great Fossil. Now, they can't collect tolls and you have a little breathing room." - Whooh05

 
Chariot Strange Single-Flash
G:50
Moves user's target creature 2 spaces. / Recycles to Book.
Influence Strange Single-Flash
G:80
Changes target territory into its owner's most numerous land element.

"Time to get to that vacant leveled-up land and change its color to satisfy your need to raise the value of your symbols." - Jasoya

 
Coatlicue Strange Earth
ST:30 HP:50 MHP:50 G:70+Earth
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.
Poison Mind Normal
G:20
User views the top 6 cards in target enemy Cepter's book, then selects 1 to destroy. / User draws a card.

"Tear your opponent's book apart using Coatlicue's spell and Poison Mind. She gets a nice stat boost out of it, too." - SBRJCT

 
Creeping Coin Strange
ST:10 HP:30 MHP:30 G:20
Battle End: User gains 100G / If destroyed in combat or by a spell, user gains 100G.
Borgess Rare
ST:30 HP:30 MHP:30 G:40
Boost: HP+20 to Neutral creatures.
Energy Field Strange Single-Enchant
G:60
Adds "Magic Barrier" Enchant to target creature. (Gain the following abilities: "Neutralizes: Normal Attacks" and "Battle End: Opponent steals 100G.")

"Really, this can be done with any incapacitating item effect and Creeping Coin. If you set it up right, you can keep revisiting the same territory and cashing in on Creeping Coin's battle end. Just be aware that if you're spending close to 100G an invasion, you're not doing yourself any favors. Energy Field will let you continually drain your opponent while boosting your own bank account. " - Whooh05

 
Disease Normal Single-Enchant
G:30
Adds "Ability -20" Enchant to target creature. (In battle, this creature is inflicted with ST & HP-20.) / User draws a card.
Lunatic Hare Strange
ST:20 HP:30 MHP:30 G:30
Battle End: Swaps opponent's ST and HP values.

"Here's a delightfully evil combo. Infect your target with Disease, then invade - by the way, this also combos perfectly with Chariot. If they have <=20ST or <=40MHP, they're probably worm food. You know what's especially nasty about this combo? It's kinda hard for them to kill your Hare with 0ST!" - Andyman

 
Exchange Strange
G:60
Exchanges target creature with another creature from its owner's hand.
Brontides
ST:60 HP:60 MHP:60 G:80++
Land Limit:
Item Limit:
Support: FireEarth / Boost: HP+10 to Fire & Earth creatures.

"The best defender of the elemental lords, Exchange lets you summon him without meeting the discard and Earth land costs. Of course, this works for any large creature (I see you, Massive Dragon)." - SBRJCT

 
Foresight Strange Single-Flash
G:30
User views the top 6 cards in their book, then selects 1 to place in their hand.
Sense of Wild Rare Single-Flash
G:80
User draws a card. If the drawn card is a creature, it is summoned to a random vacant land.

"Foresight lets you see when you have a creature coming so you can use Sense of Wild for a guaranteed summon (Sense of Wild draws the top card of the book)." - SBRJCT

 
Gargoyle Rare Earth
ST:30 HP:50 MHP:50 G:70+Earth
Attacks First / In Battle: ST=50 when defending.
Fat Body
G:40
MHP+20 & ST-20 to target creature. (up to a max of 100 MHP).

"Gargoyle's ability keeps it at 50ST as long as it is defending. This means you can Fat Body it to your heart's desire and it will still have its awesome ST. With one Fat Body, it will have 50ST/70HP. With two, it will have 50ST/90HP. Please note this is only while defending. If you Chariot or Move it to attack another monster Gargoyle will keep its original attack which will probably be close to 0." - Russel09

 
Immobilize Multi-Enchant
G:80
Adds "Immobilize" Enchant to all creatures. (Cannot be moved by Territory Commands.)
Nil-Vana
ST:40 HP:40 MHP:40 G:70+
Support: Neutral / Attacks First / Secret Art (100G): HP-20 to all creatures with an Enchant on them.
Insect Swarm Rare Multi-Flash
G:120
HP-20 to all creatures that are not at maximum HP.

"More reliable mass damage sequence. With Immobilize, creatures can't move to remove the enchantment." - SBRJCT

 
Joint World
G:50
Adds "Cross-Element Chains" Enchant to world. (For 6 rounds, Fire and Earth territories chain together and Water and Air territories chain together.)
Chain Saw
G:50
ST+ (Length of battle territory's chain x20).

"Joint World can increase the chain the opponent's territory is a part of, thus strengthening your attack." - SBRJCT

 
Leshy Strange Earth
ST:30 HP:40 MHP:40 G:40
Defensive / Battle End: Raises level of battle territory by 1.
Outrage Single-Flash
G:100
Moves target creature to adjacent enemy territory.
Silver Plow Strange Tool
G:30
ST+10 / HP+20 / Battle End: Raises the level of battle territory by 1.

"Leshy levels up land at the end of combat. Silver Plow levels up land at the end of combat. If the Leshy is on a level 2 land, then you just boosted it to level 4 for only 200G. I'm thinking of making a Leshy deck. One that involves Debility, Leshy, Outrage, Senility, Chariot, Silver Plow, and Relief. Make one with at least 1 of each of those cards, I think you could have a very scary standalone Leshy deck." - Whooh05

 
Leshy Strange Earth
ST:30 HP:40 MHP:40 G:40
Defensive / Battle End: Raises level of battle territory by 1.
Outrage Single-Flash
G:100
Moves target creature to adjacent enemy territory.
Twin Spike Strange Tool
G:30
ST+20 / Attack Bonus: Transforms opponent into same creature as equipped creature.

"You'll need Leshy to survive since it attacks last, but if it does you can pump the land level up by 2 and later reinvade against a Leshy to steal the territory. Alternatively, use Outrage to push a creature onto Leshy. It you can manage (say, with the control tower) summon Leshy next to a low ST enemy defensive creature and use the combo then." - SBRJCT

 
Long Line Strange
G:70
Hidden / If user owns 4 or more territories in a row, user gains 500G. / If not, user draws 2 cards.
Legendary Pharos
ST:40 HP:50 MHP:50 G:50+
Item Limit: Cannot use armor
Defensive / Does not receive lap recovery / Secret Art (80G): Summons Statue to all adjacent lands.

"Three territories for the price of one. Quickly expand your line of territories and cash in with Long Line. This will also help you invest in the appropriate gems if you pick your spot right." - Whooh05

 
Mass Phantasm Normal Multi-Enchant
G:70
Adds "Nullified HP Effects" Enchant to all creatures. (HP and MHP cannot be altered by spells.)
Exile Strange
G:100
Returns 1 creature with Enchant and no summoning conditions to its owner's hand.
Uriel Fire
ST:40 HP:40 MHP:40 G:90
Critical Hit: Creatures under an Enchant effect. / Secret Art (50G): Removes the Global Enchant currently in effect.

"Lets you remove creatures who can't be targeted (and have no summoning conditions). Use Uriel to clean the board after." - SBRJCT

 
Mirror World Rare
G:70
Adds "Extinction" Enchant to world. (For 6 rounds, at Battle Start, if either creature has multiple copies in play, that creature is destroyed.)
Shapeshifter
ST:20 HP:20 MHP:20 G:30
Secret Art (70G): Transforms into same creature as target creature.

"If Shapeshifter is imitating a creature on the map (say, an adjacent creature), then you have a good suicide combo by moving them over to invade." - SBRJCT

 
Natural World Rare
G:70
Adds "Abilities Disabled" Enchant to the world. (For 6 rounds, Secret Art, Upon Defeat, and Battle End abilities do not activate.)
Rock Titan Rare
ST:70 HP:70 MHP:70 G:90
Item Limit: Cannot use weapons Cannot use armor Cannot use tools Cannot use scrolls
Battle End: ST & MHP-10.
Ba-al Fire
ST:50 HP:50 MHP:50 G:40+Fire+Card
Attacks First / Battle End: Destroys a random card from user's hand.

"Natural World removes the inconvenient end of battle detriments." - SBRJCT

 
Nil-Vana
ST:40 HP:40 MHP:40 G:70+
Support: Neutral / Attacks First / Secret Art (100G): HP-20 to all creatures with an Enchant on them.
Tyranny Rare
G:100+
Adds "Paralysis" Enchant to all creatures with MHP of 30 and under. (Creatures cannot attack or use items and their abilities do not activate.)

"Quickly damage creatures of MHP 30 and under. Nil-Vana is not subject to the enchantment, so it remains undamaged. If you have MHP >= 40 creatures, you won't suffer." - SBRJCT

 
Old Willow Rare Fire
ST:20 HP:40 MHP:40 G:70+FireFire
Item Limit: Cannot use weapons Cannot use tools Cannot use scrolls
Defensive / Stops all passing Cepters other than user when placed on a Fire land.
Kelpie Strange Water
ST:30 HP:30 MHP:30 G:80+Water
Item Limit: Cannot use scrolls
Stops all passing Cepters other than user when placed on a Water land.
Relief Normal Single-Flash
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book

"Level a prime land way up, then Relief... stop. Hammer time." - Andyman

 
Pacifism Normal Multi-Enchant
G:70
Adds "No Invasions" Enchant to all Cepters. (For 2 rounds, you cannot invade.)
Old Willow Rare Fire
ST:20 HP:40 MHP:40 G:70+FireFire
Item Limit: Cannot use weapons Cannot use tools Cannot use scrolls
Defensive / Stops all passing Cepters other than user when placed on a Fire land.
Kelpie Strange Water
ST:30 HP:30 MHP:30 G:80+Water
Item Limit: Cannot use scrolls
Stops all passing Cepters other than user when placed on a Water land.
Quicksand Rare Single-Enchant
G:100
Adds "Force Stop" Enchant to target creature. (The next Cepter who tries to pass this creature within 2 rounds must stop here.)

"Ensures that your opponent cannot attack when Kelpie or Old Willow flags them down. Also, you could do a two-step combo by Casting Pacifism then Quicksand on the next turn." - Russel09

 
Powder Eater
ST:1 HP:1 MHP:1 G:10
Item Limit:
Multiplies via Move Creature, leaving copies in both former and new locations.
Fat Body
G:40
MHP+20 & ST-20 to target creature. (up to a max of 100 MHP).
Spirit Walk Normal Single-Enchant
G:20
Adds "Distant Movement" Enchant to target creature. (Creature can move to any vacant land.)

"Why try to grow one Powder Eater to 100/100 before multiplying it? Creating the perfect Powder Eater is long, tedious and expensive. Also, the risk of having your hard work undone grows with every passing turn. Speed things up and save plenty of G by focusing only on its MHP. The game has plenty of items to give a zero-strength fuzzball plenty of attack power in battle anyway." - Andyman
"Duplicate higher HP PEs. Consider Birdmaiden so you can pop PEs off to any vacant land. Get enough of them out and Tiny Army will be a nice addition." - SBRJCT

 
Powder Eater
ST:1 HP:1 MHP:1 G:10
Item Limit:
Multiplies via Move Creature, leaving copies in both former and new locations.
Relief Normal Single-Flash
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book

"Have you taken over an entire row of the board with 100/100 Powder Eaters and there's no place to Spirit Walk to? Relief one puffball onto another arm and start the fuzzy march all over again." - Whooh05

 
Quintessence
G:80
Changes a target territory with a level lower than 5 to Multi-Element.
Holy Banishment Normal
G:90
Returns target creature to its Cepter's hand if the creature's element differs from the territory it inhabits.

"Return a (targetable) creature to its Cepter's hand." - SBRJCT

 
Quintessence
G:80
Changes a target territory with a level lower than 5 to Multi-Element.
Stone Jizo
ST:10 HP:30 MHP:30 G:50
Item Limit: Cannot use weapons Cannot use armor
Defensive / Anti-Spell / Secret Art (100G): Transforms targeted territory into a Multi-Element land, then is destroyed.
Thunder Spawn
ST:30 HP:40 MHP:40 G:50+
Item Limit:
In Battle: ST+ (Number of user's Water lands x10). / Can move to any enemy land with a mismatching element creature on it.

"Turn an enemy territory into a multi-elemental land so that Thunder Spawn can invade it from afar." - SBRJCT

 
Rune Adept
ST:20 HP:20 MHP:20 G:50+
Item Limit: Cannot use weapons Cannot use armor
Scroll Critical Hit / Anti-Spell / Secret Art (100G): Uses the effect of a Instant card in user's hand.
Form Portal
G:140
Teleports user to the nearest gate. (User cannot roll the dice this turn.)

"This combo lets you jump from gate to gate, earning you the gate/lap bonuses and removing Fatigued from all of your creatures. If no one has Speed Penalty, you can lap ultra fast, which is good for creatures like Dwarven Miner, Chimera, Amazon, Mummy, and the spell Manna." - SBRJCT

 
Sea Bonze Rare Water
ST:10 HP:40 MHP:40 G:40
Land Limit: Cannot be placed on FireCannot be placed on Earth
Item Limit: Cannot use weapons Cannot use armor Cannot use tools Cannot use scrolls
Defensive / In Battle: Disables all effects and abilities. (Activates first.)
Fay Normal
ST:20 HP:40 MHP:40 G:70
Scroll Critical Hit / Secret Art (50G): ST+20 to target creature (up to a max of 100).
Relief Normal Single-Flash
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book
Chariot Strange Single-Flash
G:50
Moves user's target creature 2 spaces. / Recycles to Book.

"Nothing like a 100ST creature that blocks in-battle abilities and item use. Relief and Chariot usually mean most territories are within striking distance." - Dirk Dorkelson

 
Senility Rare Single-Enchant
G:100
Adds "Last Breath" Enchant to target creature. (This creature is destroyed at the end of battle.)
Powder Eater
ST:1 HP:1 MHP:1 G:10
Item Limit:
Multiplies via Move Creature, leaving copies in both former and new locations.

"Senility is great, though there is always the risk of losing the creature you're attempting to overthrow the land with. With Powder Eaters, you can run over and off the senile victim with your own sacrificial lamb. After they're dead and gone, continue to fuzzy march and take the land completely." - Whooh05

 
Swamp Spawn Rare Water
ST:20 HP:40 MHP:40 G:20
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use weapons Cannot use scrolls
Defensive / Secret Art (50G): Adds "Dice 1-3" Enchant to target Cepter. (Makes the next dice roll 1 to 3.)
Charging Step Normal Single-Enchant
G:20
Adds "Magic Steps" Enchant to target Cepter. (Makes dice roll 2-4 for two rounds and user gains 50G every time they roll the dice.)
Doom Devourer Strange
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.

"Moving slowly pumps up Doom Devourer's stats." - SBRJCT

 
Thief Normal Neutral
ST:20 HP:40 MHP:40 G:30
Battle Start: Steals opponent's item if using no items of your own.
Fat Body Strange Instant (x1,2,3)
G:40
MHP+20 & ST-20 to target creature. (up to a max of 100 MHP).

"For when you need a creature that can only be gibed by creatures who can make ST=>60(80, 100) no using a weapon, and without needing to rely on Borgess. (although the additional 20 doesn't hurt. Vitality against people without Exile is for additional fun times.)" - Shenshinoman

 
Thrust Blow Single-Flash
G:70
Moves target creature to adjacent vacant territory.
Birdmaiden Strange Fire
ST:30 HP:30 MHP:30 G:65
Item Limit:
Vigorous / Secret Art (50G): Adds "Distant Movement" Enchant to user's target creature.
Dryad Normal Earth
ST:20 HP:30 MHP:30 G:55
Land Limit: Cannot be placed on Air
Item Limit:
Support: NeutralFireEarth / Can move to any vacant Earth land.
Breeze Spirit Strange Air
ST:20 HP:30 MHP:30 G:50
Land Limit: Cannot be placed on Earth
Can move to any vacant Water or Air land.

"Push a creature off of a high level land and use Birdmaiden (or a creature Birdmaiden enchanted) to move onto it. Can work well with Breeze Spirit or Dryad, etc." - SBRJCT

 
Treasure Raider
ST:40 HP:40 MHP:40 G:90
Battle End: User gains 100G when invading. / Vigorous
Debility Strange Single-Target Flash (on a regenerating creature)
G:40+
ST=0 to target creature. / Synthesis: Spells (MHP-20 to target creature.) / User draws a card.

"This combo lets you continually invade an adjacent territory and gain 100G each time." - SBRJCT

 
Turn to the Wall Rare Single-Flash
G:80
Transforms target creature into a specific Defensive creature of the same element.
Fat Body
G:40
MHP+20 & ST-20 to target creature. (up to a max of 100 MHP).
General Guan Strange Fire
ST:30 HP:40 MHP:40 G:65+Fire
Item Limit: Cannot use tools
Attacks First / In Battle: ST+ (Number of creatures with MHP of 50 and up x5).

"Increase MHP of creatures so that General Guan gets a... fat bonus. 8)" - SBRJCT

 
Vortex Strange Single-Enchant
G:40
Adds "No Battle Abilities" Enchant to target creature. (In battle, effects and abilities besides this one do not activate.) / User draws a card.
Rock Titan Rare
ST:70 HP:70 MHP:70 G:90
Item Limit: Cannot use weapons Cannot use armor Cannot use tools Cannot use scrolls
Battle End: ST & MHP-10.

"Rock Titan is a printed 70/70 and will kill any creature without printed HP > 70." - SBRJCT

 
Waste World Strange
G:70
Adds "Raise Cost" Enchant to the world. (For 6 rounds, cards of rarity Strange require 1.5xG to use, cards of rarity Rare and Extra require 2x G to use.)
Life Force Single-Enchant
G:50
Adds "Life Force" Enchant to target Cepter. (Creature and Item Cards' cost becomes 0G. When this Cepter uses a spell, that spell is neutralized and this Enchant vanishes.)

"Make everyone else pay more for creatures whilst yours are free of G cost. Works well with expensive breed dragons." - SBRJCT

Last Updated on Wednesday, 18 October 2017 18:20

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