Menu

Essential Cards

39 Essential Culdcept Saga Cards

This guide is an in-depth overview of 39 essential cards for Culdcept Saga. I made one for Culdcept Revolt and figured I'd make one for Saga as well.

There are four creatures that represent each element, five dual-element creatures, eight items, and six spells. These are by no means cards you need to use, rather, they are cards that can help out almost any book. You don't need to use any or you can use many of the cards listed, it's up to you. Below, there will be an Honorable Mention list. This is because Saga has many useful cards that can be seen as essential but only in certain books/uses. With that out of the way, here's my list of 39 essential cards for Culdcept Saga.

Neutral Creatures

Armored Dragon
ST:60 HP:60 MHP:60 G:100+
Item Limit:
Attacks First / Neutralizes: / Territory (70G): Deals 30 damage to target creature.

One of the top Neutral creatures because of its ability. It's a 60ST Attacks First beast that can also can deal 30 damage to any Neutral creature that can be targeted. This creature is useful to helping you deal with pesky Neutrals, even enemy Armored Dragons.

Living Claw
ST:10 HP:20 MHP:20 G:50
Item Limit:
Attack Bonus: Paralysis / Item Creature

Some Living creatures are better than others, and this is one of the best. Its Paralysis ability is the reason why this is a useful item to have. You can benefit greatly by paralyzing creatures in saga, so giving your creature +10ST +20HP and paralyzing your opponent's creature? No brainer. Even if they survive, next time, they wont be so lucky.

Living Rapier
ST:20 HP:10 MHP:10 G:60
Item Limit:
Attacks First / Item Creature

This Living creature is even better than the Claw. They are both useful, but this one comes out slightly ahead. Attacks First can be the reason you win or lose (depending on what side of it you're on). There are only a few items that grant Attacks First, making them valuable. Every creature can use Living creatures, so if a creature could benefit from Attacks First, but maybe can't use a weapon or a tool, slap this on it and swing for the fences.

Trap Spider
ST:30 HP:40 MHP:40 G:40
Item Limit:
Attack Bonus: Paralysis / Enchanted: Mimicry

There's only two Mimicry effects in the game. One is on Trap Spider and one is a spell card that gives Mimicry (there's another creature that gets the ability, but not enchanted - Horned Chameleon). It's an enchant that gives target creature land effect from any element. It's mostly used for Neutral creatures, and while I wouldn't really use the spell all that much (outside of massively heavy Neutral books, like Goblins), it's built into a creature that also has Paralysis. It's a double whammy - paralyze your opponent and receive land boost. Your opponent might think twice about wanting to take you on. Especially if you have an Attacks First item in your hand.

Fire Creatures

Barbarian
ST:50 HP:40 MHP:40 G:90
Immediate

This is the quintessential definition of Immediate. Immediate means that as soon as that creature is placed, you can do something, anything. You can use abilities of that creature, you can move it, level the land, anything you can do normally as if you landed on it or on a gate, you can do it (except exchange it for another creature). Barbarian takes the game and smashes it into dust. One of the combos it's used for is to place it on an enemy creature, take over the land, and then move immediately to the next enemy territory and take that land out too. Because of its high ST and low cost, it's one of the most dangerous creatures.

Boggart
ST:10 HP:30 MHP:30 G:40
Item Limit:
Claims double the standard toll value. Returns to user's hand if destroyed by spell or territory ability.

On appearance of ST and HP, it's weak, but you shouldn't overlook it for that reason. Is it weak to some things? Yes it is, but its ability is why you should give it a chance. Claims double the standard toll value, and that's without things like Greed increasing it a further 1.5x. This is one of the creatures where things like Silver Idol and Living Claw can seriously help you out. Even without those, imagine a level 5 land giving +50HP boost in battle and then use tools like Counter Amulet (below) to destroy your opponent and fill your Culdcept wallet. For a more detailed look into Land Values and Tolls, to read Whooh05's guide on them. You'll see why Boggart is essential.

Coaloid
ST:30 HP:30 MHP:30 G:60+
Land Limit:
In Battle: ST & HP+ (number of user's territories x10). / User gains (number of territories x50G) magic if destroyed by spell or territory ability.

This is one of my favorite Fire creatures because of how powerful it really is. Some creatures, like the Avatars below, have their abilities make their ST and HP equal something, but Coaloid gives ST and HP plus the amount of Fire territories you own x10. With just five lands (which is easier on bigger maps), it's an extra 50 ST and HP, and unless your opponent can counter or neutralize normal attacks, this thing will pound them into the ground. Also, if the opponent destroys it with a spell or territory ability, you get paid for the number of Fire territories you own x50G. So, the same five Fire lands in the previous example gives you 250G.

Tokebi
ST:20 HP:30 MHP:30 G:40
Immediate / Territory (0G): Releases target territory from user's control and reverts it to magic.

The best Fire creature there is to fuel your G needs. This one creature can break the bank (literally) and make you go from fourth to first in one move. Like Barbarian, it's an Immediate creature, and with a unique ability. For 0G - yes, for free - you can release your territory (which means sacrificing your creature and losing the land) and revert the land into magic (G in hand). It works just like Land Transfer from PS2 where it gives you 100% value as G, but as a creature that you can use for a 0G ability. You can use the land value guide that's linked for Boggart to see your value return. Just remember, it's base land value only (Greed is only for tolls). All of this for just 0G!

Water Creatures

Aspidochelone
ST:30 HP:40 MHP:40 G:90
Land Limit:
Item Limit:
In Battle: ST & HP+ (round number).

The giant sea turtle of pain is one you don't want to see against you. It's a 30ST/40HP creature that in battle gains ST & HP plus the round number. Saga matches can be long ones, so the longer the match, the more pain it can give. On a level 5 land, at just round 10, it's already 40ST/100HP. It can be a good attacker, but an even better defender for your lands.

Deathquito
ST:30 HP:20 MHP:20 G:50
Item Limit:
Attacks First / Attack Bonus: Destroys a card at random from opponent Cepter's hand.

I hate this card, really I do. It's so good, yet so annoying. It's only a 30ST/20HP bug, but it has Attacks First, and when it hits you, its bonus triggers, which destroys one card at random from your hand. While I hate it being used on me, it's amazing for controlling your opponent. Maybe your opponent has a few good cards in their hand and if you can take out their creature, why not try to multitask?

Gelatinous Wall
ST:10 HP:50 MHP:50 G:40
Item Limit:
Defensive / Battle End: User gains (damage received x5G) magic (excludes scroll attacks).

This is my favorite wall. It can do so much and it's not as limited as other walls. First, its ability - at the end of battle if Gelatinous Wall is still alive, you gain damage received x5G (sans scroll attacks, so normal attacks only). This means if you get hit for 50 and survive, you gain 250G. Gelatinous Wall has fueled so many books and positions it's quite scary. Imagine using something like Storm Armor to increase your HP to tank more damage (The AI in Saga loves to attack even if it can't kill, to try to weaken). Also note I said armor, it's the only wall named creature and the only wall type in Saga to use armor.

Swamp Spawn
ST:10 HP:40 MHP:40 G:20
Land Limit:
Item Limit:
Defensive / Territory (50G): Adds Holy Word 0 to target Cepter.

Movement control in Saga can make or break someone, and Swamp Spawn has one of the worst - well, best for you - worst for the AI. It's a 10ST/40HP creature with a great movement ability. For 50G, you can slap Holy Word 0 on a Target Cepter. Someone roll onto your big land and they couldn't take it out? Can they still not take it out? If they can't take it, keep them around a little longer. Who wouldn't want to double up on a big toll? Similar to above with Gelatinous Wall, level 3 without armor is 70HP with +30 from the land boost. I hope the AI likes paying up!

Earth Creatures

Branch Army
ST:30 HP:30 MHP:30 G:60
In Battle: ST+ (number of creatures in play x5). / Territory (50G): Evolves into Mudman.

This is a creature where things can go from bad to worse for the enemy. It's a 30/30 creature, but for the number of Earth creatures in play, during battle, it gets ST+ that number x5. It doesn't sound like a lot, especially on defense right? Well, for 50G, you can activate its territory ability that turns it into Mudman. Mudman is a 20ST/40HP creature that works like Branch Army but gets an HP boost instead. You can go from a huge attacker to a super high defensive monster.

Cockatrice
ST:30 HP:40 MHP:40 G:60+
Item Limit:
Attack Bonus: Transforms opponent into Wall of Stone.

The bird from hell is what you might call this when it's against you. It's devastating, it's aggressive, it's beautiful. Cockatrice does have a good combo, but I'll get to that later because while it's great, there's something else that you can take advantage of. A beefy 30ST/40HP bird, that when it hits the opponent, turns them into Wall of Stone. There is a combo with this - Battering Ram kills defensive creatures instantly. You don't need that, but you can use it if you want to. Look at the regular aspect - got a beefy enemy creature that you can't straight up kill? Turn it into a wall that can't use armor and the opponent might not be able to protect it. It's like Wall Transform, but in a creature!

Hypno Sloth
ST:20 HP:40 MHP:40 G:60
Item Limit:
Immediate / Territory (40G): Adds Holy Word 1 to target Cepter.

Like I said with Swamp Spawn above, movement is everything. While Hypno Sloth gives a Holy Word 1, rather than the 0 from Swamp Spawn, Hypno Sloth is Immediate. So, that means as soon as you place it, you can use its ability. I can't tell you how many times I've been saved in my matches by drawing into a Sloth, placing it and moving my opponent one space, or myself if they, for instance, gave me 0 or 6 or something that might hurt me. I've used it on myself multiple times.

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.

The hidden killer in Earth. It's often overlooked by many until it's too late. I'll be honest, I never looked at it all that much until Andyman talked to me about it and I realized how powerful this creature is. It's a 20ST/30HP creature - people see that and dismiss it. I mean, I kind of did too, but then I saw the error of my ways. It reflects 1/2 of normal attacks. Scroll attacks are not reflected, but I'll get to that in a moment. So, now, instead of having to do 30 + whatever HP boost it might have, now you need to do 60+ (for non-boosted) Let that sink in. You have to do double the damage, and the reason is the 1/2. 30/2 = 15 so it takes 15 damage and it's still alive. 60/2 = 30. This is where people get messed up, picture it on a level 2 Earth land. Now, it's 50. Now, you have to do 100 damage. It can quickly mess you up. Oh, and my comment about scroll attacks? Slap a Living Mirror on it to reflect scroll attacks and rake in that sweet, sweet G. Also, if you're on the other end of this creature you better not mess your math up. Oh, and if you want to for fun, you can transform it with its territory ability for 80G to become a Seismodon. That creature can then transform into a Brontides. Brontides gives a Boost of HP+10 to all Fire and Earth creatures. Opponent not using them? Well start transforming, or not, either way, Spiny Agama is a Swiss Army pocket knife.

Air Creatures

Cloud Gizmo
ST:10 HP:30 MHP:30 G:30
Territory (20G): User chooses a card from target Cepter's hand and destroys it. Target Cepter draws a new card.

Cloud Gizmo (and to a lesser extent, Bookworm) is super useful at card control. While weak and not really useful for attacking, it's the ability that shines in saving you. For 20G, you choose a card in the target Cepter's hand, destroy it and that Cepter draws another card. Why give your opponent a card? Well, two reasons. First, the card they have could be the biggest threat to your creatures or book in general - destroy it. Maybe they'll get another good card, maybe it's the same card, but it's a useful gamble. Second, notice it doesn't say enemy Cepter - you can target yourself. Why? If you have no creatures or items and you need one or the other now, see if you can draw into it. I've used it on myself and others multiple times, if I have to destroy a future threat or hopefully draw a better card, I'll use Gizmo.

Gremlin
ST:20 HP:30 MHP:30 G:70
Item Limit:
Battle Start: Destroys opponent's item.

Battle Start: Destroy opponent's item. Do you need any more explanation? This might not be useful in every book, maybe you can use something like Gizmo, but it doesn't hurt sometimes to have backups and Gremlin just works beautifully for that. Would I put it on a level 3+ land? Without protection or buffs from things like Fat Body, probably not. But slap a weapon on this and crack your opponent in the head - that'll do just fine for all of your needs.

Holy Llama
ST:20 HP:40 MHP:40 G:60
Item Limit:
Territory (30G): Adds Holy Word 6 to target Cepter. / Able to move to any vacant land in the area.

More movement control! (Notice a pattern in Saga? It's a pattern in Revolt too, but not this good.) Llama that spits at your enemy's attempt to get away or make you land on things. For just 30G, add Holy Word 6 to target Cepter, and it's able to move to any vacant Air land in the area. Llama jump away!

Sylph
ST:20 HP:20 MHP:20 G:20
Neutralizes: Attacks from creatures with MHP of 40 and up. / Territory (100G): Evolves into Garuda.

Another good multi-purpose creature, and while it's weak and small, its ability is top notch. It's only a 20/20 creature so it can easily get blasted away, but if there are many Air creatures in play, and it's left alone, oh boy. First it neutralizes attacks from creatures with 40+MHP. Second, for 100G, it can transform into Garuda - a 0ST/40HP creature that becomes ST & HP = number of Air creatures in play x10 in battle. Is Garuda situational? Yes, you need Air creatures on the map (either yours or your opponents), but even without transforming, Sylph can block attacks pretty well with some buffs. Just have to watch out for things like Magic Bolt and scrolls.

Dual-Element Creatures

Crimson Vine
ST:30 HP:50 MHP:50 G:90
Item Limit:
Attack Bonus: HP+ (damage dealt to opponent).

This is an interesting card, while not essential in the sense, it also can be. You use this more for defending, and I feel that more people need to include some defense in their strategies. It's not overly big stat-wise, it can be a problem in a hurry. 30ST/50HP, but it has an Attack Bonus that whatever damage you do to your opponent goes into your HP, kind of. Let's say your opponent hits you for 40 and you (with the use of an item) attack back for 40, your HP is back to 50. It's a regeneration in the form of attacking. You can't increase your MHP this way sadly, but it can still be useful in the match!

Gogma
ST:40 HP:50 MHP:50 G:100+
Item Limit:
Attacks First / Territory (200G): Raises target level 1 territory to level 3.

One of the dual-element creatures that are just punishingly awesome. Its stats (40ST/50HP) aren't anything to write home about really, but it's the ability that shines. For 200G, it raises the target level 1 land to level 3. That's cheap, and especially on lands that their values are worth more, so where the leveling up would cost more, this just laughs at it.

Jack-o'-Lantern
ST:10 HP:60 MHP:60 G:40+
Attacks Last / Attack Bonus: Steals (own remaining base HP x2G) magic from opponent Cepter.

Demon pumpkin will fuel your wallet. Its ST is only 10 but its HP is a massive 60, which helps its ability - stealing G from your opponent. It's good to note that the bonus is only for its base HP, so if you want to give this a bigger steal, increase its MHP and use armor to protect it (to learn more about base/mhp and their difference, please click here). This again, like Crimson Vine, Jack is and isn't essential. I added it to give you some choices for decent defenders, and because it steals. It's not like Gelatinous Wall where you just obtain G, you steal the G from your opponent. That's the main reason it's been included. If it was just obtain G based on HP remaining x2, I wouldn't have added it, but any way you can take G away is a win in my book.

Magma Avatar
ST:30 HP:30 MHP:30 G:100+
In Battle: ST & HP= (number of lands owned by user x15).
Storm Avatar
ST:30 HP:30 MHP:30 G:100+
In Battle: ST & HP= (number of lands owned by user x15).

The avatars are powerful, scary and downright abusive. They are not situational which is why I added them. They are both 30ST/30HP creatures, and they work the same with one difference. Each of their ST & HP = based on the number of lands with the same elements that they relate to x15 (Fire+Earth for Magma and Water+Air for Storm). If you have 10 Fire lands, Magma Avatar becomes a 150/150 nightmare. The avatars can be used in themed books, like Magma or Storm books, but even on their own, you can use them since they are based on territories owned and not creatures in play!

A note about dual-element creatures - they count twice for cards that count elements. For example, +10 for each Fire and Earth (as an example) Crimson Vine or Magma Avatar counts for two of them since they are both at once!

Items

Boomerang
G:40
ST+20 / HP+10 / Battle End: Recycles to Hand

To steal from my Revolt essential guide on this card because they are the same: This longtime Culdcept staple is still one of the most useful item cards in the game. It's been in every Culdcept game (with a slight difference in the earlier games) and it's easy to see why. You get +20ST and +10HP and at the end of battle, it returns to your hand. Useful with or without Attacks First, and as long as you survive the battle, you get it back. How can you go wrong?

Counter Amulet
G:100
ST=0 / Reflects: All non-scroll attacks.

This tool is one I use in just about every Saga book I've ever made. It's costly at 100G, but it reflects all non-scroll attacks. Any creature that can use tools should have this in their book with them. It's almost twice as good as another tool called Gaseous Form. Slightly less expensive, it neutralizes damage instead of reflecting it (making it defensive only, where the Amulet works on offense too).

Gremlin Claw
G:50
Battle Start: Destroys opponent's weapon, scroll, or tool.
Gremlin Tooth
G:50
Battle Start: Destroys opponent's armor, tool, or supporting creature.

These two items can be super useful if you would like to destroy things if your opponent tries to use something. Claw destroys your opponent's weapon, scroll, or tool, whereas Tooth destroys their armor, tool, or supporting creature (this does include Living creatures). These are the ones that are/aren't situational, you can use them against almost every book that's ever been made in Culdcept Saga. You can use them against the AI, but you can also take care of things with cards like Cloud Gizmo (that I mentioned earlier). It doesn't hurt to have a backup though, especially if you can defend or take over a land if they don't have an item to protect their creature anymore!

Magma Armor
G:50
ST+ (number of creatures in play x10). / HP+ (number of creatures in play x10).
Storm Armor
G:50
ST+ (number of creatures in play x10). / HP+ (number of creatures in play x10).

Another in the list of are/aren't situational. There will be creatures in play, and you can use them to your advantage even if you don't own them. Again, they work the same like the avatars do. Even if you don't use creatures of the corresponding elements, your opponent might. I've added them to books that I haven't had the corresponding creatures for, if you do that, I suggest only two copies max. If you have those creatures, use four.

Spectre's Robe
G:40
ST & HP+ (random value between 10 and 70).

Again, stealing from my Culdcept Revolt Essentials guide list. Here's a fun one that will make people go "huh?". Spectre's Robe is a great item, it's Spectre (the Air creature) in armor form. Yes, you can get only +10ST and +10HP, but you can also get a whopping +70 of both, or any combination in-between. Again, this one will confuse some people - some might never have used it, but trust me, just use it. Imagine you only need a little HP boost and you normally couldn't destroy the creature (like Gelatinous Wall with its low 10ST) - now imagine you get at least 10HP so you're safe, but you also get +54ST and destroy the attacker and possibly save you from future invasions. That is why Spectre's Robe fits in almost every single book! Side note, I never used the robe in Saga until after I started using it in Revolt. It's just one amazing armor and it can save you in more ways than one!

Spiked Shield
G:60
Reflects: 1/2 of damage received (excluded scroll attacks).

Oh look, it's Spiny Agama in shield form. Literally works exactly like the creature, reflecting 1/2 damage from non scroll attacks. Attack me if you dare, or well, yourself really!

Spells

Backward
G:20
Target Cepter moves backward instead of forward upon rolling the die.

More movement control, but this time the Cepter moves backwards. Opponent close to getting to the castle or a fort? Well it's time for that old song, but in the game, one step forwards 1+ steps backwards. You don't need a movement control book (you can make them, Andyman knows them well), but you should still pack some in your books anyways. Especially this one, it's cheap at 20G and they get farther away from the destination. Also if they landed on a Kelpie, send them backwards and then when they have to move forwards again, back on Kelpie or possibly another high level land!

Chariot
G:50
Moves target creature belonging to user 2 spaces. / Recycles to Book.

Chariot can be useful for a few reasons. Moving creatures can be useful for a few reasons, one is shaking an enchantment off, but really it's used for positioning. You can either get a creature in a better spot for an attack or even attack directly if the enemy is two spaces away. You can also use it to move from one element land to another. Maybe you're on a Water land and you want to be on a Fire land, etc. The Air creature Sleipnir has the same ability as Chariot.

Find
G:20
User draws 1 card. / Adds Find to hand.

User draws 1 card, adds Find to hand. Sounds simple and it is, but there is a trick here. What happens if there's only one Find in your book? You still get a Find to your hand. It's the gift that keeps on giving. You get two cards for the price of one. Yes, one of them is another Find, but this means you can Find again next time. Speaking of Gift, it's another great draw card. I like both of them.

Paralyzer
G:50
Adds Paralysis to target creature. / Doublecast

This is one of those things that it's good to have both the spell of and creatures that add Paralysis. It's not just movement control in Saga that's effective, it's just plain control. If you can control your opponent's big creatures, why not? This has a special kicker, Doublecast. I didn't talk about it with Poison Mind, but it lets you use another spell card in the same turn. You can quite literally Doublecast from your hand. Imagine having two of these in your hand and two big issues on the board, now you have two paralyzed creatures. Paralysis means two things. First, they can't attack you so no worries if it's a big beefy Attacks First creature you're trying to take on. Second, a creature affected with Paralysis can't use items. No need to worry about weapons or armor or tools - they are sitting ducks. They still get HP land boosts, though.

Relief
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book

Would you like a card that can shake off nasty enchantments all while repositioning your creatures in better spots? If the answer is yes (why would you say no?), then you need Relief. This is a card that can be in every book and should be in just about every book too. Relief does two things. First, it can let you swap two creature placements. Why is this important? Well if you have two creatures, one is an Air creature on a Fire land and the other is a Fire creature on an Air land, you can swap those two around so now they are on their matching elemental lands. The other reason is enchantments. There are some nasty enchantments that can hit your creatures like Illness, Paralysis, Senility, etc. You can shake enchantments off by moving a creature, or using a spell like Relief to move them around. Second, Relief has another feature - it recycles to the book after use, so you can draw and use it again later.

Word of Recall
G:80+
Transports target Cepter straight to castle. User cannot roll the die this turn.

There are many cards that could take this last spot, but it had to be this card. It's multi-purpose - it can put you or your opponent onto the castle. So, you might see why you would put yourself on the castle, if you need to reach the castle, well, guess what? You did. But your opponent? Movement control again, but this time to save you. You see this card doesn't let you reach the castle and win, it does for you because you don't roll when you use the card, so if you are on the castle and then can't roll, it counts as Holy Word 0 so you "lapped". But your opponent? Well if they needed to land on the castle to win, and you place them on the castle during your turn, they didn't reach the castle. They didn't land on the castle on their turn, they just landed there so it doesn't count. This gives you extra time to get in the lead or reach the castle first.

Honorable mentions

Bandit
ST:20 HP:20 MHP:20 G:20
Support / Attack Bonus: Steals (damage dealt x2G) magic from opponent.

Bandit is one of those jack-of-all-trades cards. Yes, it's weak, but it has Support. So, you can slap a creature on it, you don't (or at least I don't) worry about defending all that much, but using this for attacking, oh yes. You see, Bandit's ability makes it shine, it stealing G while attacking. At 20ST, that's only 40G, but if you pump him up, even with something smallish, let's say a 30ST creature, now its ST is 50 and you steal 100G. This is one of those few Neutrals I could see in every book.

Basalt Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: All creatures cannot use abilities that trigger at Battle End or Upon Defeat.
Brass Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: All Cepters draw two cards when drawing instead of one.
Clay Idol
ST:0 HP:20 MHP:20 G:60
Item Limit:
Defensive / Global Ability: Damage to all creatures from spells and territory abilities is reduced by 10.
Ebony Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: All creatures cannot use territory abilities.
Gold Idol
ST:0 HP:20 MHP:20 G:70
Item Limit:
Defensive / Global Ability: Requirements for summoning creatures other than magic cost are ignored.
Granite Idol
ST:0 HP:20 MHP:20 G:60
Item Limit:
Defensive / Global Ability: All Cepters cannot be targeted by Flash spells or Flash territory abilities (except those that dispel Enchantment effects).
Iron Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global ability: Die yields only 4-6 when rolled normally.
Ivory Idol
ST:0 HP:20 MHP:20 G:60
Item Limit:
Defensive / Global Ability: Cards of rarity S require 1.5x magic to use. Cards of rarity R and E require double.
Jade Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: All territories are prevented from undergoing land transformation via spells or territory abilities and are immune to effects that lower land levels.
Lead Idol
ST:0 HP:20 MHP:20 G:40
Item Limit:
Defensive / Global Ability: Disables Move and Exchange commands.
Marble Idol
ST:0 HP:20 MHP:20 G:70
Item Limit:
Defensive / Global Ability: Creatures of the same type as those already in play cannot be summoned.
Opal Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: In battle, all creatures gain Regenerates ability.
Silver Idol
ST:0 HP:20 MHP:20 G:50
Item Limit:
Defensive / Global Ability: In battle, all defending creatures gain Attacks First ability.

Are they situational? Yes, and no, but yes. Some are used in themed books, but maybe you want to draw an extra card every turn with Brass Idol, or use Gold Idol's ability to not count any summoning cost except for G, or you want Silver Idol to give defenders Attacks First, etc. They can still be useful, but they help the opponent too. So, they're situational, but they can also be essential, based on the books in question.

Possession
ST:10 HP:10 MHP:10 G:40
Territory (80G): Steals target level 1 enemy territory, then is destroyed.

Possession is one of those creatures that you might not think it's that good, but it is surprisingly so. It has a territory ability that sounds bad, because you do lose Possession in the process, but it's not when you think about it. Maybe the enemy just placed a great creature down and couldn't level it. Well, now it's yours. Also there's an Earth creature that I've used called Necromancer, it's ability returns last destroyed creature to your hand. Fuel your stealing needs! But remember what it says, last destroyed, so don't destroy anything to get Possession back!

Hive Queen
ST:20 HP:40 MHP:40 G:40+
Item Limit:
Territory (20G): Adds Hive Worker to user's hand.
Hive Worker
ST:20 HP:20 MHP:20 G:10
Item Limit:
In Battle: ST & HP+ (number of Hive Workers in play x10).

If you want to know what it's like to murder your opponents with an army of ants, wonder no more. Hive Queen has a special ability. For just 20G, she adds a Hive Worker to your hand. Why would you want to do that? Simple. Hive Worker gets an in-battle boost of ST & HP+ how many Hive Workers are in play x10. These two cards can fuel any number of books. Tokebi can take advantage of an extra Worker you want to sacrifice. You can also just move them around to pound things into the ground. If left unchecked, the ant army is a force to be reckoned with.

Bloody Pudding
ST:20 HP:20 MHP:20 G:30
Item Limit:
Support / Battle Start: MHP+ (supporting creature's MHP). (Up to a maximum of 100).

Looking at this card, it's stats are underwhelming at - just 20ST and 20HP. But, then you get to the ability and that's where it shines into the wonderful little bloody blob it really is. Like Bandit, it has Support, so you can use a creature as an item. However, its ability is far different. It takes the MHP of the card used and adds it into its own MHP. So, what was a 20/20 becomes a 20/100 in and out of battle. Remember, it's MHP+. Because its MHP is affected, that means while it's in play, it's MHP will always be x. As a defender, this one is amazing, it can attack too, give it Death Scythe and slap something for 90ST.

Kelpie
ST:30 HP:30 MHP:30 G:70+
Item Limit:
Stops all passing Cepters other than user when placed on a land.

If there's one thing I know, it's that the AI hates this thing with a passion. I've seen the AI loop a section over and over, never once going to the castle because I had this down. Sounds like a clickbait article "You won't believe how this one creature helps you win versus the AI" and it's true. Kelpie isn't all that powerful, being 30ST/30HP, but it's the ability that hurts the AI. Stops all passing Cepters other than user when placed on a Water land. This means if it's on a Water land, everyone except you gets to spend a night in the hotel of horror. Level 3 and up lands can rake you in some sweet, sweet G. You can use cards like Fat Body to increase its MHP even more. Also, if you plan on running Kelpie or maybe just want extra armor, look into elemental shields like Water Shield. Take no damage and they fork over G, win-win.

Spudfolk
ST:0 HP:40 MHP:40 G:40
Territory (0G): User gains (number of creatures in play x20G) magic. / Upon Defeat: User gains (number of creatures in play x10G) magic.

An interesting little creature. It has no ST but 40 HP. It's not used for fighting. It's not really even used for defending but you will have to defend it. It's useful for its ability to get your Manna flowing. A free ability that just keeps getting better as the match goes on. 10 Earth creatures in play? Earn 200G. But, that's not all - you get paid even if Spud is killed. So if someone were to land on it and destroy it, you still earn G if there are Fire creatures in play. Slap this bad boy in a Fire/Earth book and rake in the G both ways!

Wolverine
ST:30 HP:40 MHP:40 G:80
Item Limit:
Immediate / Toll value for occupied territory becomes 1.5x.

It's Boggart lite - Immediate so you can level it up right away and 1.5x normal toll value. Both are useful for varying reasons. Boggart takes more G from the opponent, but Wolverine's 1.5x is no laughing matter. I've used both in the same book before and it's easy to see why. Also just like Boggart, it can be enhanced with Greed on the land for a further 1.5x. G worries in Saga? Not with these cards!

Powder Eater
ST:1 HP:1 MHP:1 G:0
Item Limit:
Multiplies when moving, leaving copies in both former and new locations.

You might be surprised to see this in the guide, but yes, it fits and here's why. Misdirection, the hidden killer. Any which way really. You see, while it is small at just 1ST/1HP, you can increase its MHP to 100 and when moved they instead duplicate to that territory - keeping the original's stats. You have options with this creature. You can place him down and pump up its MHP, or you can use it as fodder for Tokebi, you can even use it as misdirection. Maybe the enemy has a Magic Bolt, maybe they will take out the Powder Eater and not weaken and or kill a more valuable creature. I would rather them kill a decoy Powder Eater than hurt or kill my Cloud Gizmo. Again, they can be very powerful after they are pumped up to the max MHP and given an Aura Blade. Or, they can be a decoy, so the opponent doesn't go after your real threats to them.

Earth Shield
G:25
Neutralizes: / Neutralizes all non-scroll attack damage when equipped by a creature.
Fire Shield
G:25
Neutralizes: / Neutralizes all non-scroll attack damage when equipped by a creature.
Water Shield
G:25
Neutralizes: / Neutralizes all non-scroll attack damage when equipped by a creature.
Wind Shield
G:25
Neutralizes: / Neutralizes all non-scroll attack damage when equipped by an creature.

By your powers combined, I am Captain Planet! All joking aside, these shields will tell your opponent that their attack only tickled. They all do the same thing - the only difference is the element. They each neutralize their corresponding element, so Fire Shield neutralizes Fire, but if you use it on your Fire creature, then it neutralizes all non-scroll attack damage. Again each one does the same thing, just for a different element.

Foresight
G:40
User views the top 6 cards in their book, then selects 1 to place in their hand.
Poison Mind
G:20
User views the top 6 cards in target enemy Cepter's book, then selects 1 to destroy. / Doublecast

They are similar, but also different. Foresight lets you look at the top 6 cards of your book, pick 1 and put it in your hand. Poison Mind lets you view the top 6 cards of your opponent's book and destroy 1 of them. Both useful for the same goal of seeing stuff in the future, even if it's not the same reason.

Holy Word 0
G:30
Target Cepter's next die roll yields a 0.
Holy Word 1
G:20
Target Cepter's next die roll yields a 1.
Holy Word 2
G:10
Target Cepter's next die roll yields a 2.
Holy Word 3
G:10
Target Cepter's next die roll yields a 3.
Holy Word 6
G:10
Target Cepter's next die roll yields a 6.
Holy Word 8
G:30
Target Cepter's next die roll yields an 8.

There are many good Holy Words, all for you to abuse, like Holy Word 0 - go somewhere? I think not. They fit right into the long line of movement control cards in Culdcept Saga. Holy Word 0 and 3 are probably he most useful. HW0, because if your opponent lands on a powerful creature they can't take on, well, let them stay a little while longer in the house of pain. HW3 can get you out of trouble and or your opponent into trouble. It's weird - I've found myself or my opponent 3 spaces away multiple times. That's why those two are my favorites!

Wall Transform
G:80
Transforms target creature into a predetermined Defensive creature of the same element.

I've used this one card in multiple books because it's so good at what it does. For 80G, you turn a problem creature into a joke. That beefy creature on a level 5 hard to take out? Not any more, it's not. But, what does it really do? It transforms a creature into the designated wall of its element. Each element has one wall subtype that it changes to. Neutral = Wonder Wall (never change a Neutral unless you can take it out), Fire = Creeping Flame, Water = Wall of Ice, Earth = Wall of Stone, and Air = Tornado. Each of these walls has the same thing in common - none of them can use armor. You need to get past base HP, land boost and maybe the enemy using a tool. That's it. They are all susceptible to Battering Ram as well. The two walls to watch out for are Wall of Ice and Tornado. Tornado's HP drop in battle by 10, but its ST goes up 30 and it's also Attacks First, hitting for 50, and they can use an item. Wall of Ice Gets +30HP in battle from its ability, so without land boost in battle, its HP is 70. The rest? Easy to pick off and claim your new territory.

So, there we have it, 39 essential cards and 35 honorable mentions. The mentions could be even longer because that's how good Saga's cards are. I decided to not add more, but I might make another guide in the future, something like 20 more cards that can be useful. If I do, they will be for themed books like aggression, defensive, etc. I hope you find this guide useful to you. Maybe some of these cards you knew about, maybe some of them you didn't - either way, go out there and beat down your enemy to please Culdra!

Last Updated on Tuesday, 02 June 2020 08:54

Card of the Moment

The Hand 360
G:80
Battle Start: Steals opponent's item and uses it.

Culdcept Saga

culdceptsaga-jpn.jpg

Featured On...

Culdcept Central featured on Tokyo Game Life!

Poll of the Moment

What are you doing until the next Culdcept?
  • Votes: (0%)
  • Votes: (0%)
  • Votes: (0%)
  • Votes: (0%)
  • Votes: (0%)
  • Votes: (0%)
Total Votes:
First Vote:
Last Vote:

Follow Us!

Like us on Facebook! Follow us on X! Follow us on Reddit!
Chat with us on Discord! Watch Culdcept videos on YouTube! Friend us on Xbox Live!

Please help support our site costs by donating via the PayPal button above. Thanks in advance!

$23.33 raised in 2024
2.8% of $828 goal


©2008-24 Culdcept Central.
Game imagery and content
©1997-2024 OmiyaSoft.

Go to top