Since we're nearing the tax-filing deadline in the USA, and money concerns are on a lot of people's minds at the moment, OldWillowScrub thought it'd be fun to explore the various G-producing cards in Culdcept Revolt. Creating more G in hand is often overlooked by Revolt players, as we're given an increasingly nice G bonus at the start of each turn. That is, having enough G in hand is rarely a problem. Even so, adding a solid G-production component to your strategy can take it from very good to exceptional.

As you'll see when reading this guide, many G cards have other uses as well, and you don't necessarily have to use up much of your precious 50 cards to make your fortune. I'm not going to explore every possibility - I mean, those are endless anyway. Also, the value of some cards here might not be apparent at first. If you're still not seeing how one or more of these cards can help you, feel free to visit the #cards channel of our Discord chat and ask questions - we're always happy to help.

The idea is to use this guide as inspiration and let the info in it help improve your game. After all, a little extra G is always welcome!

Click a card to view it full size.

Neutral Creatures

Bandit

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

Support: All / Attack Bonus: Steals (damage dealt x2)G from opponent. Clockwork Owl

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

Item Limit:

Secret Art (40G): Target Cepter can choose movement direction next turn. Creeping Coin

ST: 10 HP: 30 MHP: 30 G: 20

Battle End: User gains 100G / If destroyed in combat or by a spell, user gains 100G. Golden Totem

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

Item Limit:

Defensive / Secret Art (0G): Gives its user 200G, then is destroyed.

The obvious one here is Bandit. Stupid cheap, and he can use anything to make opponents' lives miserable. The problem with him in Culdcept Revolt is, well... his theft just doesn't really hurt your opponents as badly, because of the aforementioned turn G bonus. Still, supplementing your G in hand by taking it from an opponent - while smashing one of their creatures - is always useful.

Clockwork Owl doesn't produce G for you directly. Instead, its handy ability helps you lap more quickly, and that absolutely will produce more G for you. Coupled with other fast-lapping cards, you can potentially earn absurd amounts of G in the later stages of a match. The Owl also can improve your overall bottom line by helping you avoid big tolls.

The last two are perhaps not quite as effective, mainly because death is involved. Sure, you can keep Creeping Coin alive to profit more than once, but it's difficult, and its puny 10ST means you're not really going to hurt anyone in the process. If there's a strategy that makes effective use of these two, I'd love to see it.

Fire Creatures

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. Hell Pyron

ST: 70 HP: 60 MHP: 60 G: 80+ +

Land Limit:

Item Limit:

Boost: ST+10 to & creatures. / Secret Art (30G): User gains (# of creatures destroyed x30)G, then number is reset. Python

ST: 40 HP: 50 MHP: 50 G: 75+

Item Limit:

Penetrates: Creatures with ST of 40 and up. / Battle End: User gains 100G when invading.

Fire features two of the best G-producing creatures in the game, in my opinion. First, Doom Devourer is just so great. For a mere 50G, you get a potentially 100/100 creature. It rewards you for rolling low, which is always nice when the dice are against you. Also, since Shining Geyser is very popular in Culdcept Revolt, Mass Phantasm is a common counter. Phantasm on Doom Devourer means its MHP doesn't drop when you hit the ATM for some fast cash.

Hell Pyron's Secret Art is just phenomenal in a battle-happy small map match, and his Boost keeps the mayhem cranked up to 11. I've seen Cepters earn over 500G multiple times in the same match - more than enough to tip the match in their favor. And you might as well include Python in that strategy - profit from the carnage twice!

Water Creatures

Amazon

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

Attack Bonus: Steals (user's lap number x30)G from enemy Cepter if this creature is not equipped with an item. 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. Rune Adept

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

Item Limit:

Scroll Critical Hit / Anti-Spell / Secret Art (100G): Uses the effect of a card in user's hand.

Amazon received a pair of upgrades in Culdcept Revolt - one intentional (the amount she steals has been increased by 10G per lap) and one seemingly unintentional (the game's maps are smaller than in previous games, enabling you to lap quicker in most matches). As a result, she's quite effective now, although not used very often for some reason. Maybe this guide will change that. ;-)

Nobody wants to invade Gelatinous Wall. It's a frustrating obstacle to play against. You either kill the thing in one shot, or you ensure your opponent gets paid handsomely for your mistake. And unlike many other Defensive creatures, it's even able to use Armor, making it all the more difficult to handle. Personally, I think it's great that - like Bandit - its ability discourages invasions, making it a far better land holder than it might appear to be.

You might be wondering why Rune Adept is in this guide, but if you've played against one of the Discord chat regulars online, you already know exactly why he's here. The key is a single word in his Secret Art's ability text - "effect". He doesn't use up the Flash spell card; it stays in your hand for him to cast again and again. About half the spell cards below are fairly terrifying (and incredibly profitable) in his hands, and they don't even include the even scarier spells he can inflict on demand. If you can keep him alive, he's a force to be reckoned with.

Earth Creatures

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. Mummy

ST: 20 HP: 50 MHP: 50 G: 45

Item Limit:

Defensive / Upon Defeat: User gains (lap number x40)G.

It's interesting that both G-producing Earth creatures in Revolt have abilities based on their user's lap number. Surely that can't be a coincidence, right?

Dwarven Miner is, of course, the better of the two by far. I mean... what an amazing set of abilities, and in a 50MHP creature that can go anywhere and wield anything, no less! (And like Doom Devourer and Gelatinous Wall, he's in our Essential Cards guide for a reason.) That said, there's nothing stopping you from including both of these G machines in your strategy. Why not?

Air Creatures

Cornfolk

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

If destroyed in combat or by a spell, user gains 200G. Treasure Raider

ST: 40 HP: 40 MHP: 40 G: 90

Battle End: User gains 100G when invading. / Vigorous Witch

ST: 20 HP: 30 MHP: 30 G: 55

Item Limit:

Scroll Critical Hit / Secret Art (30G): Steals (number of Spell Cards in target enemy Cepter's hand x40)G. Yowie

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

Critical Hit: / Toll value for occupied territory randomly changes by 1/2 to 2.5x.

Cornfolk is basically the flat-rate version of Mummy, and that makes him more useful early in a match than his Earth counterpart. It's also handy that you get paid if he gets zapped by Shining Geyser. No limits of any kind - he's a solidly versatile creature with a retirement plan.

Best used in a very aggressive strategy, Treasure Raider gives you a rebate for wreaking havoc on your enemies, and because she's Vigorous, you can do it over and over. Give her a Boomerang and she becomes a force to be reckoned with, and like Cornfolk, she has no limits at all. Awesome.

Witch's Secret Art got a tweak in Culdcept Revolt (spells x40G vs. spells and items x20G before). On her own, she's good for some fast cash, but she's not going to hurt opponents much unless they're in the habit of keeping low G in hand. In that case, she'll be a thorn in their side that keeps making them sell lands to get out of debt. Similar to the various other commonly-used Air supporting creatures like Mad Harlequin, Cloud Gizmo and Sleipnir, I like to find somewhere relatively safe on the map for her and use her SA when it'll provide the most benefit.

It's a crime how underused Yowie is. He's arguably better than Cornfolk in every way. His Critical Hit ability is sneaky-good, and that toll modifier is a game-ender. Add Greed, and its effect becomes "3/4 to 3.75x". Yowie, indeed.

Items

Gelatinous Armor

G: 50

HP+40 / Battle End: User gains (amount of damage received from Normal Attacks during battle x5)G. Golden Goose

G: 0

Upon Defeat: User gains (equipped creature's MHP x7)G. Golden Hammer

G: 50

ST+40 / Attack Bonus: Gain 200G if opponent was not destroyed.

Three items that earn you extra G. That's it. Clearly, the developer felt that the turn G bonus was plenty, and they're not wrong. That said, the items we did get are all great. Using Gelatinous Wall? Might as well double up with some Jell-O Mail. Running an Upon Defeat strategy? Fund it with Golden Goose. Have a fondness for aggressive tactics? Might as well run around bludgeoning enemies with Golden Hammer and getting paid if they survive somehow.

Spells

Assemble Cards

G: 70

Hidden / User gains 500G if their hand contains at least one creature of each element. ( ) / If not, user draws 2 cards. Bounty Hunt

G: 50

Adds "Bounty" to target creature. (Can't be moved or exchanged by Territory Command. If killed with a weapon, the Cepter that killed it gets 300G.) Charging Step

G: 20

Adds "Magic Steps" to target Cepter. (Makes dice roll 2-4 for two rounds and user gains 50G every time they roll the dice.) Clairvoyance

G: 20

User obtains magic equal to 1/2 the value of all of the Spell Cards in target Cepter's hand. / User views the Hidden cards in target Cepter's hand. Drain Magic

G: 80

User steals 30% of target enemy Cepter's Current Magic. Dream Terrain

G: 40

Adds "Shared Toll Fees" to user. (For 5 rounds, user gains 50% of tolls collected by other Cepters.) Fluxion

G: 100

Hidden / User steals 30% of target enemy Cepter's magic if user possesses less Current Magic than opponent. Gift

G: 100

User gains (User's rank x50)G. / User draws a number of cards equal to their rank from their book. Greed

G: 30

Adds "1.5x Toll" to target creature. (This creature's toll fees are multiplied by 1.5.) / User draws a card. Incineration

G: 10

User gains (number of creatures destroyed thus far x20)G, then the number is reset. Land Drain

G: 50

User steals (number of target's possessed territories x30)G from target enemy Cepter. Land Transfer

G: 100

Releases target territory from user's control and reverts it to magic at 70% of its value. Long Line

G: 70

Hidden / If user owns 4 or more territories in a row, user gains 500G. / If not, user draws 2 cards. Manna

G: 0

User gains (lap number x50)G. Purify

G: 20

Removes all effects from the map. User then gains (number of different removed x50)G. Redivision

G: 100

Redistributes all Cepters' magic so that it is spread equally among them. Sigil of Drain

G: 20

Adds "Drain Spell" to target creature with no Secret Art. (Grants "Secret Art (20G): User steals 10% of target enemy Cepter's Current Magic.") Speed Penalty

G: 70

User steals (target's lap # - user's lap # x100)G from the enemy with the highest lap number. (If user has highest lap number, no G will be taken.) Squeeze

G: 50

User chooses a card from target Cepter's hand and destroys it. / Target Cepter gains 150G. Steal Gem

G: 40

User steals one random element gem from target enemy Cepter. / If there is no Gem Store, user will steal 80G from target enemy Cepter. Tiny Army

G: 100

Hidden / If user has 5 or more creatures with MHP of 30 or under, those creatures receive MHP +10 and user gains 500G. / If not, Recycles to Book. Uniformity

G: 60

Gives "200 Toll" to target Cepter. (For 3 rounds, the toll fee for all of a Cepter's territories become 200G.)

In contrast to the lack of G-producing items, we have all sorts of G spells at our disposal. It's a bit overwhelming, really. They'll all self-explanatory for the most part, but I'll delve into some of them and offer up some ideas and insights.

Right off the bat, there's a reason I've seen folks in the Discord chat call the first spell shown here Ass Cards. It's ridiculously difficult to satisfy its condition, and you're telling your opponents immediately that you're running a rainbow strategy. A bigger payout would make it worth pursuing, but not as-is.

I don't play a lot of 3+ player matches, but I think Dream Terrain could be absolutely incredible late in a multiplayer match. Something you might not be aware of is the fact that you get a 50% rebate on all tolls you pay while it's in effect. That's enough to win you a match you'd otherwise lose to a high-level toll.

Likewise with Gift. If you start last in a 4-player match, you can get 200G and four cards right off the rip. That's an advantage on par with the almighty E-card Zeromn in Culdcept Saga. Who wouldn't use Gift in a multiplayer match, knowing that?

If I think I'm going to be clumping creatures together in a strategy - and if it has Mad Harlequin, I absolutely will be - I opt for Long Line instead of Wind of Hope. It's great for enhancing your draws until you get set up, and then it accelerates the leveling of those same clumped, well-protected creatures. And your opponents don't know what it is until you get the 500G. Great stuff.

A couple of notes about Purify that aren't apparent from its text: 1) The word "different" was left out in the game. You could Plague the entire map... you're only getting paid a measly 50G for cleaning up the place. 2) It says all, and it means it. Cepter enchantments, creature enchantments, Global enchantments... all gone. Other than Uriel's SA or overwriting, it's the only way to remove a Global effect. I include 1-2 in most strategies just for shenanigans-prevention value.

This might be obvious, but the best use of the two Sigil spells is probably on a Vigorous creature. That said, Sigil of Drain isn't going to ever be more than a minor annoyance to most opponents, unless they're hoarding G.

Squeeze is another G card that has a benefit that might seem to be counterproductive. It's one of a very few cards in Culdcept Revolt that can smash opponents' creature cards. Sure, they gain 150G, but will I happily give an opponent G for smashing his Typhon? I absolutely will.

G Card Strategy Ideas

The Crawler. Charging Step has natural synergy with Doom Devourer and Speed Penalty. It's especially great on maps with a Magic Trap. A slow-lap strategy might seem counterproductive, but there's enough complementary cards in Culdcept Revolt to make the lap bonus seem almost incidental.

The Gate Crasher. You've probably already noticed there's a whole bunch of cards in Culdcept Revolt with lap count-based abilities. Chimera, Manna, Dwarven Miner, Amazon. Just include ways to get rid of Speed Penalty, because that thing really packs a punch, especially late-game.

The Martyr. Kamikaze invasions and willing sacrifices for fun and profit. Think you have to give up the land to profit from Creeping Coin, Mummy and Cornfolk? Living Amulet and Necro Scarab say otherwise. Add Burning Heart for spice.

The Rainmaker. A mob of MHP<=30 creatures. Long Line. Tiny Army. Mass Phantasm. Rune Adept. Make it rain. (Just keep an eye out for Tyranny, because it'll ruin your whole day!)

The Homewrecker. Kick the aggression into overdrive and kick their front door in. Use Boosting creatures and Fay to raise your invaders' ST to obscene levels and get paid smash-and-grab style. You can figure out which criminals to include here.

These are just some of the possibilities, and something I always enjoy is mashing up several viable ideas into one cohesive pile of cards. The more ways you have to win, the less you're dependent on any one of them.

Have you created an interesting approach and want it featured in the Player Decks section? Get in touch with me on Discord or post your creation in our Forum!