This guide is an in-depth overview of 36 essential cards and how they can help you in virtually any book. There are four creatures that represent each element, eight items, and eight spells. These are not be-all, end-all cards, but they can help out almost any book. Also, note that you don't need to use any or you can use many - it's up to you, but here we go, the Culdcept Revolt essential card list!

Neutral Creatures

Armored Dragon

ST: 50 HP: 60 MHP: 60 G: 100

Item Limit:

Attacks First / Secret Art (80G): HP-30 to target creature.

Easily one of the best Neutral creatures. It's a massive Attacks First beat stick who can also nuke any Neutral creature for 30 HP with its Secret Art. Got a Neutral giving you problems? Soon, you wont.

Living Amulet

ST: 20 HP: 10 MHP: 10 G: 60

Item Creature / Upon Defeat: Revives as Living Amulet if opponent did not equip a weapon.

One of the best Item Creatures in the game for protection against scrolls. Also, do note that even if they don't use scrolls, you can still catch them off-guard if they don't use a weapon. It is funny to see the opponent destroy you and to have you come back as a Living Amulet because they forgot about its ability.

Living Glove

ST: 0 HP: 30 MHP: 30 G: 70

Item Creature / In Battle: ST&HP=(Number of creatures in play with a different element from this creature x5).

The very best Item Creature in the game. It's pound-for-pound one of the most dangerous creatures in a four-player match. Its ST&HP ability means that each creature in play that isn't Neutral feeds this thing in battle. I've never used it as an item only as its own creature for this reason. Note that while it is good, it can be blasted easily by things like Armored Dragon, so try to increase the HP for out of battle scenarios.

Shadowgeist

ST: 40 HP: 30 MHP: 30 G: 60

Attacks First / Vigorous / Attack Bonus: Opponent's ST=0.

Another fun Neutral is the sneak geist. It Attacks First, has Vigorous and an attack bonus that reduces your opponent's creature's ST to 0. This is a great combo because if you can't destroy them now, you can make it harder for them to try to invade and you can use it in a Lunatic Hare book to swap the HP and ST values, killing them. In my opinion, stopping potential threats near your creatures is why this creature can be used in so many books. Also, note that Vigorous creatures can move every turn, so you can attack things next to you or reposition to attack.

Fire Creatures

Birdmaiden

ST: 30 HP: 30 MHP: 30 G: 65

Item Limit:

Vigorous / Secret Art (50G): Adds "Distant Movement" to user's target creature.

Probably the best all-around Fire creature is Birdmaiden. With it being Vigorous and having an awesome Secret Art, you can't go wrong. Birdmaiden will let you use its ability to give any creature the ability to move onto any vacant land on the map. This is key to every book, because you need creatures on specific lands and in specific spots.

Doom Devourer

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.

This might seem like an odd choice, but let's face facts. We all get screwed by dice rolls, so why not use that to our advantage? That's where Devourer comes into play. If you roll is 3 or less, ST and MHP go up 10 (to a maximum of 100). Also, it has a zero-cost Secret Art that lets you gain up to 200G then its ST and MHP go down 10. This card is better than people realize because, again, bad rolls are common and you can work that in your favor.

Pyroculus

ST: 10 HP: 40 MHP: 40 G: 30+

Land Limit:

Item Limit:

Synthesis: Spells (Evolves into Hell Pyron). / Neutralizes: Scroll Attacks.

With Pyroculus, you can get it out on your first turn and if you have a spell, it'll turn into Hell Pyron. Even if you're not using a Fire or Earth book so the boost of ST wouldn't help, you can gain lot of G if you can keep taking out a good amount of the competition. Hell Pyron's Secret Art is (30G): User gains (# of creatures destroyed x30)G, then the number is reset. So, if there were 10 creatures destroyed you would gain 300G and then that number is set back to 0. This card is better if using a Fire and/or Earth book, but it's also great for any offensively-oriented book.

Tiamat

ST: 60 HP: 60 MHP: 60 G: 110+

Attacks First / Critical Hit: / Upon Victory: Changes battle territory to a land.

Want can't be said for Tiamat? It, along with Typhon (see below in Air Creatures), are the best lords in the game. Tiamat is a massive 60ST, 60HP freak of nature with Attacks First that also Critical Hits Water and Air creatures and if you win, it changes the land to Fire. Tiamat and Typhon are what you would call Elite Tier (I stole that from Andyman). They can fit in any book and can decimate a lot of things. Also imagine what a Critical Hit from Tiamat/Typhon with an item is like - the damage can quickly stack up. Add something like Drill Lance to not only Critical Hit but also Penetrate and it's one nasty creature!

Water Creatures

Aqua Duke

ST: 50 HP: 50 MHP: 50 G: 60+

Neutralizes: Normal Attacks when equipped with armor. / Support: / HP and MHP cannot be altered by spells.

Aqua Duke is one of the best Water creatures and, in my opinion, it beats out Bahamut (the Water lord) hands down. This creature hits hard with 50ST and 50HP and its ability - no, not that it can use Water creatures as Support (although that is amazing). Let's be honest here - there are a lot of high-HP Water creatures that you can use with the Duke. And no, it's not even the fact that his HP and MHP can't be altered by spells. It's not even the fact that if you equip an Armor item, he neutralizes all normal attacks - it's the fact that he does all of that. You not only have a Water-only Support creature that won't let someone mess with its HP, it neutralizes everything but scrolls if you use Armor. This right here makes it one of the best - if not the best - Water creature in the game.

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.

The best wall in the game, period. A stout 10ST, 50HP Defensive that, after it takes damage and doesn't die, gives you 5G per damage point taken. This card makes money. It's hard to take it out and with good Armor (which few Defensives can use) and other boosts like land bonus and creatures like Otohime and Rahab, it can take a beating. I know it seems weird to have a Defensive creature in this list, but really a very good wall properly protected which gains you G twice (toll fee and damage gain) - you can't do better.

Kaiser Penguin

ST: 30 HP: 50 MHP: 50 G: 90

Item Limit:

Battle Start: Destroys opponent's tool, scroll, or supporting creature.

This penguin is a pain to deal with. It has decent stats but it's the ability - that Battle Start: Destroys opponent's tool, scroll, or supporting creature. How many times have you had someone with Support try to take you out, well bye bye, Support creature! Same for Scrolls and Tools. This creature on offense or defense is amazing. And as for Weapons? See Reactive Armor below in the Items section.

Scylla

ST: 30 HP: 40 MHP: 40 G: 60+

In Battle: Disables opponent's Attack Bonus. / Battle End: Adds "Sleep" to enemy creature.

This is one of the most underrated Water cards I've seen. When I would see book lists pop up, I never really saw her as much as she should be, and it's a shame. She has decent stats of 30ST and 40HP, but it's her twin abilities that allow her shine in the muddy waters. Sleep is amazing - you didn't take the big toll creature out? No worries! If their creature is asleep, they can't hit you with a toll anymore. You can move her around and use her to make big tolls a non-issue for you.

Earth Creatures

Cockatrice

ST: 30 HP: 40 MHP: 40 G: 50+

Item Limit:

Attack Bonus: Transforms opponent into Wall of Stone.

One amazing card that has its own killer combo, but I'm not focusing on the one-hit-kill combo - I'm only talking about its ability to help your future. Having the ability to hit something and turn it into Wall of Stone helps in the long run, like Turn to the Wall (see below), it saves you from dangers. While, yes, without its Battering Ram combo it's not that good on its own, your future is easier when you realize most walls can't use Armor and are forced to use only Tools. You can set up future invasions - see something that might cause a problem in the future? Use Cockatrice and turn it to stone for later bashing.

Dwarven Miner

ST: 30 HP: 50 MHP: 50 G: 70+

Toll value for occupied territory becomes 1.5x. / Secret Art (0G): User gains (lap number x30)G.

This creature has a two-hit combo for making G. First, its toll value is 1.5x normal, which, when you start leveling up the land, you really see a huge increase. Second, it has a 0G Secret Art. Each time you lap, you fuel Miner - and unlike Hell Pyron, the number isn't reset either. Now, this might not make you hundreds of G, but it will make you a lot overall depending on how many laps you've completed.

Great Tusker

ST: 60 HP: 50 MHP: 50 G: 80+

Item Limit:

Neutralizes: Attacks First

One of the best Normal-rarity creatures, but it does have a flaw. This creature neutralizes Attacks First, but do note the following: it doesn't affect items that grant Attacks First. It only neutralizes Attacks First creatures. With that said, there are only four items total that grant Attacks First, so it's not that big of an issue.

Land Urchin

ST: 20 HP: 50 MHP: 50 G: 50

Item Limit:

Defensive / Cannot be invaded by Move Creature.

Here's a fun Earth creature that can hold land decently. It has 50HP and it's Defensive, but - and here's where it can help hold its land - it can't normally be invaded by nearby creatures. This means that without landing right on the Urchin, your opponent can't move onto it and invade it - even Chariot and Sleipnir don't get around it. This limits how quickly someone can try to take it out, and this means the bigger it can get (as in land bonus).

Air Creatures

Cloud Gizmo

ST: 10 HP: 30 MHP: 30 G: 30

Secret Art (20G): User chooses a card from target Cepter's hand and destroys it. Target Cepter draws a new card.

While Gizmo isn't easy to protect from damage-dealing spells or Secret Arts, its ability more than makes up for it. Its Secret Art let's you pay 20G, you select any Cepter, pick any card in their hand, destroy it and that Cepter draws another card. This has multiple purposes - you can destroy a card that your enemy has (which is what I really use this for), but what if you have stuff you can't use and want a better card? You can use it on yourself! Also, note if you use it on your opponent, don't worry too much on what they might draw. I use it to remove an immediate threat.

Mad Harlequin

ST: 20 HP: 40 MHP: 40 G: 50

Land Limit:

Item Limit:

Boost: ST & HP+ (Number of user's territories adjacent to battle territory x20). / Vigorous

Before Culdcept Revolt, there used to be a natural boost that would give you more ST in battle if you had a creature next to yours. In Revolt, this boost was removed from the general game and put into Mad Harlequin and made... better. Harlequin's ability gives you ST&HP+20 per neighbor you own, so if you have three creatures in a row and someone tries to take on the middle creature, it would get a boost from both sides. This amazing boost is great just for the HP alone! Note that Harlequin doesn't boost itself in battle, so you need more than one in play so each can boost the other. It's easily the most versatile creature, and can fit in any book - and it's Vigorous too!

Sleipnir

ST: 30 HP: 40 MHP: 40 G: 70

Item Limit:

Secret Art (60G): Moves user's target creature up to 2 spaces.

A decent star Air creature, but its Secret Art really makes it shine. For 60G, you can Move any of your creatures up to 2 spaces. This is Chariot (see below in Spells) in a creature and you can use this ability each time your creature is not fatigued. Also note that Sleipnir's ability and Chariot do not affect a creature's fatigue, so you can move it again if it wasn't already fatigued.

Typhon

ST: 60 HP: 60 MHP: 60 G: 110+

Attacks First / Critical Hit: / Upon Victory: Changes battle territory to a land.

Everything you can say about Tiamat you can say about Typhon. They are the best lords in the game. Typhon is a massive 60ST, 60HP freak of nature with Attacks First that also Critical Hits Fire and Earth creatures and if you win, it changes the land to Air. Tiamat and Typhon are what you would call Elite Tier (I stole that from Andyman). They can fit in any book and can decimate a lot of things. Also imagine what a Critical Hit from Tiamat/Typhon with an item is like - the damage can quickly stack up. Add something like Drill Lance to not only Critical Hit but also Penetrate and it's one nasty creature!

Items

Angry Mask

G: 60

HP+30 / Battle End: Opponent's HP- (damage your creature received in battle).

Items that can be used for more than one purpose are always a good thing and Angry Mask is one of the best examples. Your creature gains +30HP in battle and at battle end, your opponent's creature loses HP based on how much damage your creature took. To simplify this, if you use Angry Mask and your creature took - let's say, 50HP - and survived, your opponent's creature would lose 50HP at end of battle and most likely will die with this plus your attack. You can use this as offense or defense, which is why it's so useful!

Boomerang

G: 50

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

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?

Burning Heart

G: 70

ST+20 / HP+20 / Upon Defeat: Destroys opponent.

Again, multi-purpose items are fun. This Tool gives you +20ST and +20HP. It also has a "haha" condition for your enemy. If your creature dies while you have this equipped, you destroy your opponent as well. I know it seems weird to actively want to lose a land, but it's better for everyone to lose it, than to let your opponent gain a potential useful land. Also, your opponent might think twice about attacking you if you have this and/or they might waste a spell destroying this and leave your better items alone!

Eternal Mail

G: 40

HP+40 / Battle End: Recycles to Book.

This is a rather interesting piece of Armor and one of only a few items that don't really go away (the others being Boomerang and a Scroll called Soul Ray). You gain +40HP which is plenty strong enough in most matchups and can mean the difference between winning and losing a match right there. And, as I said, you get it back to use again, over and over.

Murasame

G: 80

ST+20 / Disables opponent's Neutralizes and Reflects abilities.

One of the best Weapons in the game because of its ability. You gain +20ST and it disables your opponent's Neutralizes and Reflects abilities. So, things like Magma Shield are no longer an issue because you hit right through them. This Weapon can and will bail you out often. Things that reflect like Spiked Shield do nothing, same with creatures like Gas Cloud. This weapon can serve many purposes and will help you in almost any book.

Napalm Arrow

G: 50

ST+30 / HP+20 / MHP-40 to opponent if no damage was dealt to opponent during battle.

This Weapon acts exactly the opposite of Murasame. Where that Weapon says "nice Neutralize ability you had!", Napalm Arrow wants you to be neutralized. This handy Weapon gives you +30ST and +20HP, but it also has a condition where if you didn't do any damage, your opponent takes a brutal MHP-40. Land Bonus is ignored - they permanently lose 40MHP, and if they had 40 or less already, they die and you take over the land.

Reactive Armor

G: 50

Battle Start: Destroys opponent's weapon. / HP+30

Nothing like having Armor that can give you a boost and destroy an item too. You get +30HP and it destroys your opponent's Weapon at the start of battle. There might be stronger Armor out there, but for general purpose use, this one shines so brightly. It's very difficult to kill an Armor-wearing defender while unarmed. This has saved me in the past and it can save you too!

Spectre's Robe

G: 60

ST & HP+ (random value between 10 and 70).

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!

Spells

Chariot

G: 50

Moves user's target creature 2 spaces. / Recycles to Book.

Like Sleipnir, this versatile spell lets you move a creature two spaces (remember: Sleipnir is up to two and Chariot is only two spaces). Now, here's where Chariot gets amazing quick - it recycles back to your book for repeated use. And again, any creature moved by Sleipnir or Chariot doesn't have its fatigue affected, so you can move it again later. Claim prime lands, pounce on vulnerable opponents, shake off enchantments - just hop on the Chariot!

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.

This card has a love-hate relationship with just about everyone. You love when you use this card but hate when it's used against you. You can really put a hurting on someone with this card and it's because of its ability. Target an Item or Spell card from target enemy Cepter's hand and presto! All copies of that card in all Cepters' hands and books are now Holy Word 6. This hits you too, so it can be bad if what you want gone is what you're also using, so take that as you will. Also, don't worry about people getting Holy Word 6, removing an immediate threat is worth more than moving 6 spaces.

Philosophy

G: 50

If user has a card with the Synthesis ability in hand, draw 3 cards / If not, user draws 2 cards.

Veteran Cepters have fond memories of Wind of Hope, but Philosophy is the new hotness. Each lets you draw two cards, and Wind of Hope is 10G cheaper, so why Philosophy? Because, if you have creatures with the Synthesis ability in your hand, you draw three cards instead of just two. So, for general books, save a little G with Wind of Hope, but if you're including Synthesis cards, then go with Philosophy. That extra card is especially handy, since you can have up to 10 cards in hand during your turn in Culdcept Revolt.

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.

One awesome card. Draw mechanics for yourself and it hurts your opponent by smashing a card before they ever draw it. You view the top 6 cards in your opponent's book, select one to destroy, then you draw a card. It's like Cloud Gizmo or Shatter except you can see in advance what's coming your way, decide which one is the worst threat and take it out. It's also very cheap to play - only 20G - so it's not going to hurt you to use it, but it will hurt your opponent!

Relief

G: 30

Exchanges creatures in 2 of user's territories. / Recycles to Book

This card is one of those multi-purpose spells that can help in various ways. It lets you swap two creatures that you have in play with each other. Then, Relief goes back to your book. Why do this? Matching creatures with the land element and removing enchantments, for two reasons. When you move a creature normally, you lose the enchantment, and this happens when you use Relief too. I use Relief for setting up plays. For example, place a good creature down on any land and let's say you want it on a Fire land - you can Relief it with any creature you have on Fire, they swap positions and you're good to go. Quick way to get Kelpie and or Old Willow on their respective lands!

Revival

G: 80

Target Cepter's book is reverted to the state it was in when the game began.

Revival is the answer to "Hey, what happens if I want my items back but I used them and I only had two?" Revival! Revival sets your book back to how it was when the game started. But, this doesn't mean in the same order - it means every card played and either still in play or destroyed or in your hand is back in your book also. Metamorphosis took out your amazing Weapon cards? They're back! Your awesome creature got destroyed? It's back too! I use this as an answer to things being destroyed as well as if I used things and want them back, like "Hey, I want my Typhons back in my book even though they're used, I know - Revival!"

Shatter

G: 30

User selects an Item or Spell Card from target enemy Cepter's hand and destroys it.

Another card is like Cloud Gizmo from earlier. Select an Item or Spell card threat and smash it. Nothing fancy here, just straight-up destroy the card and move on. I would use Shatter with Gizmo because it adds to your probabilities of destruction. Also, Shatter only costs 10G more than Gizmo's Secret Art so it's all good in the end anyways!

Turn to the Wall

G: 80

Transforms target creature into a specific Defensive creature of the same element.

The last card on the list is one of the most important for being aggressive. Turn to the Wall (or TttW for short) is a card that turns any creature into a specific Defensive creature of the same element. Neutral is carved into a Statue, Fire gets burnt into a Creeping Flame, Water is frozen into a Wall of Ice, Earth is petrified into a Wall of Stone, and Air is whipped into a Tornado. Probably the important thing to note is that each wall that is made can't use Armor. This card can help you with invasions - see that creature you don't have any way to beat down? Turn it into a wall and smash it into pieces.

And there you have it! A list of 36 cards that you can use in virtually any book. Again, this doesn't mean that you need to use any of them, but if you do, they'll help you out!