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Welcome to Culdcept Central!
Conundrum PDF Print E-mail
Written by Whooh05 & Andyman   
Tuesday, 09 March 2010 13:19

Brass Idol x2
Dragon's Egg x1
Living Claw x1
Living Rapier x3
Sanctum Guard x1
Trap Spider x1
Barbarian x1
Cait Sith x1
Fay x1
Aspidochelone x1
Deathquito x1
Lizardman x1
Grimalkin x1
Lichenoid x1
Revenant x1
Spiny Agama x1
Nike x1
Pegasus x1
Tengu x1
Gogma x1

Boomerang x1
Counter Amulet x2
Prismatic Wand x2
Spectre's Robe x2

Chariot x2
Comet x1
Conspiracy x1
Crusher x2
Drain Magic x1
Exile x1
Fame x1
Haste x1
Intrusion x1
Paralyzer x2
Refuge x1
Reinforce x1
Relief x2
Telegnosis x1
Telekinesis x1
Trade x1

This deck is called Conundrum for a number of reasons. The opponent often times has no idea where to truly focus. The versatility of this deck is amazing. It probably won't win many League matches, but it works surprisingly well when it gets rolling.

This deck also takes a bit of skill and the ability to roll with the punches. It may look a bit ridiculous, but give it a shot sometime and see what you think.

 
Quick update... PDF Print E-mail
Written by Andyman   
Wednesday, 03 March 2010 16:04

Yeah, updates have been mighty slow in coming lately. I've been unbelievably busy, but I'm starting to see light at the end of the tunnel, so I should be able to freshen things up a bit around here before long.

Here's some of what's in progress or on the to-do list:

- The Culdcept DS Deck Builder is almost done, so it'll be live very soon. Once that's done, the Saturn/PS1 Deck Builder will be up very soon after.

- At lunch one day, I decided to see if the various Culdcept card artists had their own websites, and many of them do! Even better, a number of those sites had some very interesting images, from conceptual drawings to high-quality card artwork. So, look for that to be added various places around the site.

- I'll be creating Culdcept DS and Saturn/PS1 Map Lists, in the same style as Saga and PS2 have.

As always, if anyone would like to contribute to the site, just This e-mail address is being protected from spambots. You need JavaScript enabled to view it ! The more fun stuff we have here, the more fun it is for everyone!

Also, if you missed out on signing up for Saga Bowl VII, don't forget that you can still sign up for Blind League III and our two ladders! :-)

Last Updated on Saturday, 06 March 2010 18:29
 
Freak PDF Print E-mail
Written by IVIad IVIaxx   
Friday, 26 February 2010 10:27

I thought I would post a deck that isn't one of my top-secret Saga Bowl Decks.

1 Brontides
2 Herald Spirit
3 Lichenoid
2 Necromancer
3 Rock Shell
4 Unnameable

4 Earth Shield
2 Shadow Armor
4 Sling

2 Banishing Ray
2 Chariot
2 Crusher
1 Drain Magic
3 Fame
4 Fat Body
1 Find
1 Influence
2 Lunatic Light
3 Paralyze
2 Revelation
2 Telegnosis

This deck is built around the freak - Unnameable. The spells are pretty common, except the large amounts of Fat Bodies. Paralyze helps the little freak get through, too. I only played it once before I shelved it. It was somewhat successful and it was surely fun to play.

 
Bankrupt PDF Print E-mail
Written by m4nicm3dic719   
Thursday, 25 February 2010 16:54

4 Bandit
3 Fay
3 Lamia
3 Lichenoid
4 Jack-o'-Lantern

4 Earth Shield
3 Spectre's Robe

2 Acid Rain
1 Chariot
4 Crusher
2 Debility
1 Find
3 Hunter's Song
3 Land Drain
4 Pain
1 Revival
3 Spirit Walk
2 Wind of Hope

More of a fun (for you) deck than anything else. The 4 Pains can be devastating if drawn early. Beef up your Bandits via Fay and Chariot them around the board with a 100 ST Bandit + Hunter's Song=400 magic per attack. I use Lamia to meet land requirements and get my opponent's ST down to 0 so I can park a Jack next to them. Not too much to this deck other than to stay on the offensive, make money, and probably have your opponent either be extremely angry at you (I've received nasty messages after playing this deck) or quitting. Banishing Ray can shut your Bandits down, but, surprisingly, the few times I've played this deck my opponents weren't packing this card.

 
Shrine Effects PDF Print E-mail
Written by Whooh05   
Sunday, 21 February 2010 20:27

The Light, Dark, and Normal Shrines in the game all give effects from the same set of possibilities. Here is the complete list, in alphabetical order:

Blessing - You will receive magic equal to your position x100G.

Break - For 2 rounds you can't use item cards.

Celebration - Receive 10% of the value of your symbols as magic.

Clinging Mud - During next round, the die will roll 1-3.

Compassion - All RG or BY creatures recover 20 HP.

Curse - All creatures you own are paralyzed for this round.

Deduction - for 2 rounds your creatures and items cost 30% of normal price.

Disaster - All RG or BY suffer 5 damage.

Disease - All RG or BY creatures ST-5.

Dissolution - During this round you will be unable to take tolls.

Door of Decision - Random 7 effects.

Eminent Domain - you will take 10% magic from all Cepters.

Encouragement - All RG or BY creatures get ST+5.

Fall - During this round, the toll for all of your territory will decrease by 30%

Fear - During the next round you cannot summon creatures to invade.

Felicity - You will receive 10 symbols from one element from one area.

Foreknowledge - You will look at the top 3 cards in your book and draw one.

Founding Fathers - Jump to the closest empty land.

Fruits of Labor - All Cepters receive 100G.

Global Treaty - You are considered to have passed all forts.

Hardship - One Cepter will lose 1 to 10 symbols.

Harvest Festival - All Cepters receive 30g x number of land owned.

High Price Increase - For this round the toll for all of your territories will rise 30%.

Hope - You will draw two cards from your book.

Imprisonment - One Cepter will be unable to act until another Cepter rolls an even number.

Inflation - Your creature and item cards cost 30% more for 2 rounds.

Margin - For 2 rounds you will receive 30% of the tolls received by other Cepters.

Misfortune - One Cepter will lose 10-100G.

Nature's Bounty - You will receive 5 symbols of each element from one area.

Panic - All symbols value falls by 10%.

Penalty - If you stop in an enemy territory in the next round you will pay 30% greater toll.

Pioneer - You will jump to the closest empty land.

Purging Storm - all creatures occupying lands that are not their element HP halved.

Purifying Light - All enchants are removed from Cepters.

Reward - You will receive magic equal to your lap count x50G.

Rewards of Service - The next time you reach a fort receive 50% more.

Scales of Balance - All Cepters will receive 30G x their position x their lap count.

Separation - One Cepter will lose one creature card from their hand.

Shackles of Mud - For the next round the die will roll 1-3.

Silence - for the next 2 rounds you will be unable to use creature cards.

Tax - You will receive magic equal to your territories x30G.

Theft - One Cepter will lose either a spell or item card from their hand.

Times of Peace - Remove all enchants from creatures.

Victory Feast - The next time you reach the castle you will receive 50% extra land bonus.

Voice of the Emperor - For this round you may utilize all territory abilities you own.

Wandering Journey - Jump to a different square.

Wings of the Dragon - For the next round the die will roll 6-8.

 
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