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Creature-Enchant Combos

Creature-Enchant Combos are just what they sound like: An enchantment on a creature that results in more than the sum of its parts, or results in an unusual effect.

 

(creatures with Critical Hit ability)
Simulacrum
G:40
Target creature neutralizes all non-scroll attack damage in battle. User loses (amount of neutralized damage x3G) magic.

"Put Simulacrum on a enemy creature (preferably one with 0 ST) that is next to your creature. Repeatedly invade with your Critical-Hitting character and watch their G go down! The bad part of the Simulacrum thing is that anyone with a little sense will sell that creature off the moment your abuse takes them negative." - Andyman

 
 

(creatures with scroll-neutralization or scroll-reflect ability)
Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.

"Did I say Cait Sith with Buckler was invincible? Now... this really is." - Whooh05
"Gearion is especially impenetrable with this on him - he can't be targeted by any spells that try to remove it. Of course, you'd have to cast it while he's still an Androgear and then have an enemy foolishly try to fight it - or work with a teammate." - DeathMinnow
"Living Mirror... reflects scrolls... reflects non-scrolls. Have fun storming the castle!" - Andyman

 
Armed Princess
ST:40 HP:40 MHP:40 G:250+
Attacks First / Support / HP & MHP cannot be damaged by spells or territory abilities.
Odradek
ST:20 HP:20 MHP:20 G:40
Support / HP & MHP cannot be altered by spells or territory abilities.
Land Protection
G:70
Target territory cannot be targeted by spells or territory abilities (except those that dispel effects).

"Unless your opponent has remove curse or a mass enchantment spell you won't be able to topple these creatures easily, forcing your opponent to engage in hand-to-hand combat." - Jasoya

 
Dryad
ST:20 HP:30 MHP:30 G:60
Land Limit:
Item Limit:
Support / Can move to any vacant land within the area.
Land Protection
G:70
Target territory cannot be targeted by spells or territory abilities (except those that dispel effects).

"Find a green land, become Grimalkin, await your next victim." - Russel09

 
Gas Cloud
ST:30 HP:30 MHP:30 G:70
Item Limit:
Neutralizes: 1/2 of damage received (excludes scroll attacks).
Spiny Agama
ST:20 HP:30 MHP:30 G:50
Item Limit:
Reflects: 1/2 of damage received (excludes scroll attacks). / Territory (80G): Evolves into Seismodon.
Hustle
G:40
In battle, ST & HP+30 to target creature. / Doublecast

"Killing this monster is an ordeal without removing the Hustle first." - Russel09

 
Gelatinous Wall
ST:10 HP:50 MHP:50 G:40
Item Limit:
Defensive / Battle End: User gains (damage received x5G) magic (excludes scroll attacks).
Hustle
G:40
In battle, ST & HP+30 to target creature. / Doublecast

"You go right ahead and attack me with that Knight... you better hope I don't equip Storm Armor!" - Andyman

 
Gemoid
ST:20 HP:20 MHP:20 G:0
Item Limit:
Defensive / HP and MHP cannot be altered by spells or territory abilities. / Does not claim tolls.
Peace
G:70
Target territory cannot be invaded. / Target territory's toll value becomes 0.

"Yes, the lowly Gemoid, the red-headed stepchild of Culdcept Saga. But put a peace on a Gemoid, and it might as well turn into a new card called "Bank." You have to level up land to get your magic totals up, and while this combo won't get you tolls, it will give you a safe place to boost magic reserves. It can't be invaded except through the most creative means (Intrusion is the only card I've seen do this), and it can't be zapped with direct damage.

Of course, the combo is only good if the Peace stays on the Gemoid. That's why I back it up with Tokebis. Boost, sell, then boost somewhere else. All you need is a chain and enough territory powers, you can quickly gain magic without even hitting castles and checkpoints." - Mollarom

 
Gremlin
ST:20 HP:30 MHP:30 G:70
Item Limit:
Battle Start: Destroys opponent's item.
Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.

"In addition to the obvious Reflection-based combos, you could use Gremlin, who would destroy any scroll they attempt to equip, except Tearing Halo." - DeathMinnow

 
Kasha
ST:30 HP:40 MHP:40 G:70
Land Limit:
In Battle: ST & HP+20 if battle territory has an Enchantment upon it.
Greed
G:20
Raises target territory's toll value to 1.5x. / In Battle: HP-10
Hustle
G:40
In battle, ST & HP+30 to target creature. / Doublecast

"Take advantage of Kasha's ability. You can have a 80/90 defender with Hustle or a 50/50 Wolverine with Greed." - Russel09

 
Kelpie
ST:30 HP:30 MHP:30 G:70+
Item Limit:
Stops all passing Cepters other than user when placed on a land.
Greed
G:20
Raises target territory's toll value to 1.5x. / In Battle: HP-10

"The only thing scarier than a Kelpie is a Greedy Kelpie." - Russel09

 
Kelpie
ST:30 HP:30 MHP:30 G:70+
Item Limit:
Stops all passing Cepters other than user when placed on a land.
Peace
G:70
Target territory cannot be invaded. / Target territory's toll value becomes 0.

"Need something to slow down the enemy?  Kelpie with Peace on a level 1 land accomplishes this. This will keep your opponent from effectively taking Kelpie out while you prepare him to become the ultimate road block. Put this peaceful horse in front of a high-level territory and set your opponent up for disaster with a Holy Word 1 or Hypno Sloth." - Whooh05

 
Lead Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: Disables Move and Exchange commands.
Paralyzer
G:50
Adds Paralysis to target creature. / Doublecast

"Lead Idol makes it so you cannot exchange creatures or move spaces. Paralyzer makes it so they can't use items or territory abilities. If you are unable to move them any spaces or exchange them, they are essentially a useless creature holding land until you're ready to take it. Hyde is great with this as he's a Paralyzer on tap. Before your opponent can blink, all of his land is locked and they are unable to do anything about it!" - Whooh05

 
Leprechaun
ST:20 HP:20 MHP:20 G:40+
Battle Start: Gives opponent its own item and forces them to use it.
Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.

"Oh, Mr. Volcanic Dragon, why don't you take this Stormcauser and hit yourself in the face as hard as you can." "Ah, that's a nice scroll you have there, why don't you take this Abyssal Tome instead, I'm sure there some better reading there." - Whooh05
"As long as you have a physical attack item in your hand, you can force them to use it - combine with something like Death Choker for a guaranteed kill." - DeathMinnow

 
Opal Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: In battle, all creatures gain Regenerates ability.
Mutation
G:40
MHP+20 to target creature (up to a maximum of 100). / Adds Poison.

"Opal renders the poison ineffective, and the 20hp makes sure it sticks around for awhile. Mutation is great on any creature while Opal is in play, but putting it right on the Opal Idol itself makes sure poison will never cause any permanent damage." - Zen

 
Revenant
ST:20 HP:50 MHP:50 G:70
Land Limit:
Attack Bonus: Paralysis / In Battle: Transforms into Vampire if battle territory has an Enchantment upon it.
Greed
G:20
Raises target territory's toll value to 1.5x. / In Battle: HP-10

"Try it for yourself and see. :-)" - Russel09

 
Revenant
ST:20 HP:50 MHP:50 G:70
Land Limit:
Attack Bonus: Paralysis / In Battle: Transforms into Vampire if battle territory has an Enchantment upon it.
Hustle
G:40
In battle, ST & HP+30 to target creature. / Doublecast

"What's not to love about a 70/70 Vampire that can use all items and heals whatever damage the Revenant might have sustained?" - Andyman

 
Sage
ST:20 HP:30 MHP:30 G:70
Support / Immune to Destroy Item and Steal Item effects.
Land Protection
G:70
Target territory cannot be targeted by spells or territory abilities (except those that dispel effects).

"Grimalkin that laughs at Gremlin and his assorted items." - Russel09

 
Sea Bonze
ST:20 HP:40 MHP:40 G:70
Land Limit:
Defensive / In Battle: No effects or abilities can be used during battle.
Greed
G:20
Raises target territory's toll value to 1.5x. / In Battle: HP-10

"I'm a big fan of Sea Bonze with Greed. You get your 1.5 toll multiplier, but not the -10 HP in battle. Ditto with Mutation and Sea Bonze. You get the +20MHP, but not the Poison. Of course, you do open yourself up to Exile with both of those combos, but whatever..." - Dirk Dorkelson

 
Sphinx
ST:40 HP:50 MHP:50 G:80++
Land Limit:
Attack Bonus: Confusion / Boost: HP-10 to creatures.
Illness
G:40
In battle, ST & HP-20 to target creature. / Doublecast

"This will kill most green creatures before the fight even begins. (Note: Item effects will factor in prior to Sphinx's negative boost effect.  However, Sphinx will hit before Brontides.)" - Whooh05
"Wave goodbye to any Earth creature with <=30MHP..." - Andyman

 
Thief
ST:20 HP:40 MHP:40 G:30
Battle Start: Steals opponent's item if using no items of your own.
Reflection
G:80
Target creature reflects all non-scroll attack damage during battle.

"Steal any scroll they attempt to use, except for, once again, Tearing Halo. Remember not to equip her, or she won't steal." - DeathMinnow

 
Tokebi
ST:20 HP:30 MHP:30 G:40
Immediate / Territory (0G): Releases target territory from user's control and reverts it to magic.
Spirit Walk
G:20
Target creature can travel to any vacant land within the area when moving.

"Well, here's how it works: You have an empty level 4 or 5 land. You summon Tokebi and move him forward. On your next turn, cast Spirit Walk on it and move it to the vacant land. You know the rest." - Jasoya

Last Updated on Wednesday, 05 June 2013 15:45

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