Neutral Creatures Neutral Creatures

Dark Idol

ST: 0 HP: 20 MHP: 20 G: 70

Defensive / Global Ability: In battle, all creatures gain Instant Death: 10% ability.

Idea by Whooh05



Talk about throwing the battle phase into chaos! Suddenly, every creature - including this idol, assuming it has ST>0 - has a small chance to instantly obliterate its opponent. It'd really help a low-ST strategy, and woe to any opponents who didn't come prepared with an arsenal of 100% neutralize/reflect abilities and items. I really hope they bring idols back in the next game. World spells just aren't as fun, to me anyway.

Evil Spirit

ST: 50 HP: 40 MHP: 40 G: 90+

Neutralizes: All (except scrolls) / Territory (80G): Take control of target creature (owner of Evil Spirit and owner of target creature bid for the land, the higher the territory level, the more G to bid for the creature)

Idea by zeus545



A novel concept! Bidding is one element of Monopoly that isn't in Culdcept currently. I imagine this would probably be best used on powerful creatures and/or ones on high-level lands, but wow... it could be a game-changer. The Spirit's neutralize ability would make it difficult to kill in battle, keeping it on the map and making opponents uneasy for quite awhile.

Powered Coward

ST: 80 HP: 20 MHP: 20 G: 100

Attacks First / In Battle: Returns to hand if opponent's base ST > own MHP. / Attack Bonus: Opponent's base ST+40.

Idea by DeathMinnow



"The idea is that he'd be difficult to kill, and very strong for invading, but has a glaring weakness. I debated making his ability "Neutralizes: All" instead of Attacks First. Either one works, but neutralizing doesn't fit the name as well. Because of his Attack Bonus, if he fails to kill the opponent, the enemy's increased attack will probably cause him to return to hand. He's very susceptible to direct damage, and much more lethal if powered up with HP increasing spells and TAs." - DeathMinnow



Fire Creatures Fire Creatures

Minotaur King

ST: 60 HP: 60 MHP: 60 G: 100+

Land Limit:

Boost: Attacks First to all Minotaurs in play.

Idea by Willben20



"I was fighting a Minotaur King on Might and Magic VII: Mandate of Heaven, and then inspiration struck. (IVIad IVIaxx gave me the idea. =P) So, here is my card idea." - Willben20

Unstable Flames

ST: 50 HP: 20 MHP: 20 G: 60+

Item Limit:

Defensive / Territory (80G): Summon a copy of this creature to a vacant land in the area.

Idea by Baronhomer



I can picture the map becoming an inferno fairly quickly when this creature and Creeping Flame are used together. Culdcept Saga's Lunatic Light spell would make it a solid defender, and Fat Body would too. Its TA is a little spendy, but it also requires much less setup than a Powder Eater strategy.



Water Creatures Water Creatures

Librarian

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

Territory (70G): User draws 3 cards. Choose 2 cards from your hand to be shuffled back into book.

Idea by Shabick



Her TA is half-Reincarnation with a twist, and it'd make Water into even more of a fluid draw strategy than it is already with Fate and Triton. You likely wouldn't have to include any spell draw cards at all, with those three present and adding cards to your hand constantly.

Sand Dollar

ST: 0 HP: 10 MHP: 10 G: 20

Item Limit:

Land Limit:

Does not claim tolls. / Upon Defeat: Transforms into a random Water creature.

Idea by Jasoya



It's essentially a Water Fossil, but unlike the two similar Neutral cards, who knows what it'll turn into? Would anybody dare to kill it and find out? Could be an Aqualing, could be a Rahab. A fun approach with this card could be to kamikaze-invade a neighbor to force the transformation. In Culdcept Revolt, you could add Burning Heart and steal the land, too!



Earth Creatures Earth Creatures

Hades

ST: 0 HP: 60 MHP: 60 G: 100+

ST+5 every time a creature dies. / Secret Art (80G): Summons the last creature to have died to an adjacent land. It has halved ST and MHP.

Idea by Alcks



"The lord of the Underworld grows in power with each dispatched soul. The dead are bound to his will." - Alcks

Turnip Boy

ST: 20 HP: 30 MHP: 30 G: 0

Attacks Last / Enchanted: Invisibility (Deflects spells to nearest creature. If only Turnip Boys are in play, no creatures are affected). / Boost: User loses 200 TG each lap while Turnip Boy is in play.

Idea by IVIad IVIaxx



"Here's a card that was created in the chat room... why would you play this card? Simple - use him as Trade bait!" - IVIad IVIaxx



Air Creatures Air Creatures

Bogeyman

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

ST+10 every time a or land is converted to or by any means. / In Battle: if opponent has greater ST, only opponent attacks. If Bogeyman has greater ST, only Bogeyman attacks.



Idea by Alcks



"It's powerless before creatures that do not fear it, but its terrifying visage can cause one's will to falter. As the land grows more hostile, so does its ability to frighten." - Alcks

Parapatetic

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

ST & MHP+10 at the start of user's turn (up to a maximum of 100). / ST & MHP return to original values when user reaches the castle.

Idea by Blinkswift



The larger the map, the longer your journey, and the more powerful Parapatetic becomes. Hilariously, you could paralyze him at the ideal moment and he'd keep his inflated stats. Even funnier, paralyzed creatures still receive boosts from other creatures on the map, so he could be the best incapacitated defender ever..



Multi-Element Creatures Multi-Element Creatures

Chaos Elemental

ST: 20 HP: 20 MHP: 20 G: 40+

Synthesis: Quintessence (ST & HP+20) / Attack Bonus: Transforms opponent into a random creature. / Secret Art (80G): Changes a target territory with a level 4 or lower to a random element.

Idea by Andyman



"A magical maelstrom of chaotic energy of unknown origin, this creature is normally weak but gains strength when infused with energy from the 4 elements. It transforms everything it touches, with unpredictable results." - Andyman

Two Face

ST: 40 HP: 30 MHP: 30 G: 45+ +

Critical Hit: During odd-numbered rounds. / Deals only 1/2 damage during even-numbered rounds.

Idea by Jasoya



What round is it? Just one more thing for opponents to be distracted by in battle. Of course, you'd have to keep an eye on the round number as well...



Items Items

Bone Armor

G: 50

If a Skeleton is in play, ST+20 / HP+ (# of Skeletons user has in play x15). / Battle End: A random Skeleton on the map belonging to user is destroyed.

Idea by The Rambling Monk



Useless without Skeletons in the match, but magnificent with them. Remember that Skeletons have a Regenerates ability, and it doesn't take much of an HP boost in battle to ensure they live (unlive?) without a scratch. That Battle End drawback is brutal, though - it ensures that you have to commit to using this armor and to building your Skeleton army throughout the match.

Brass Knuckles

G: 40

ST+20 / Battle End: Sets opponent's MHP equal to its current HP.

Idea by Jasoya



"An example: A Griffon (MHP:50) is hit with Brass Knuckle by a Goblin for 40 damage. The Battle ends, and Griffon now has 10 MHP. It's also be another way to counter Regenerates, for this ability would occur before the creature regenerates. Sticks and stones may break my bones but Brass Knuckles grinds them into powder." - Jasoya

Spike

G: 50

ST+10 / Ignores Reflects and Neutralizes abilities.

Idea by zeus545



Given that over a decade has passed since we first started throwing around What If card concepts, it's really neat when one of our ideas finds its way into a game. In Spike's case, it's in Culdcept Revolt as Murasame, an ST+20 Weapon. It's a popular item, and with a few other clever item card additions (like Napalm Arrow), it has made the battle phase more like paper-rock-scissors than it has ever been before.

Sword of the Defiled

G: 80

ST+40 / HP-20 / In Battle: Disables all other effects and abilities (Activates first).

Idea by Whooh05



"This would work against Sea Bonze, for its ability would be nullified, allowing the 40 ST to be applied in battle but the offense creature can't use in-battle creature abilities like Critical Hits, Penetrates, ST/HP=, Instant Death, etc." - Jasoya



This one also found its way into Culdcept Revolt, as Warlock's Disk. Neat!



Spells Spells

Abduction

G: 80

User chooses a creature card from target enemy Cepter's hand and steals it.

Idea by Andyman



"Here's one I'm a bit baffled by its omission from Culdcept Saga (you know, since it has Capture and Theft already). Maybe they thought people would abuse it... who knows." - Andyman

Culdra's Favor

G: 0

If user wins the game while this enchantment is still active, user's card rewards will be doubled. If user loses the game while this enchantment is still active on the user, user receives no reward cards. / Recycles to Book.

Idea by Jasoya



Here's a wild one... a spell card with an effect that isn't even during the match itself! It's the ideal card to include in your collection-building grinder strategy. In Culdcept Revolt, this card could double your Gp reward instead. The only drawback? It's an R card, so you probably wouldn't get it until your collection was halfway complete. The irony...

Heavy Fist

G: 50

ST+20 & MHP-20 to target creature.

Idea by DeathMinnow



"Anti Fat Body." - DeathMinnow



And it could be used to kill enemy creatures, such as troublesome idols. Slick.

Reversion

G: 100+

Cast the reverse of the discarded spell card. If the spell can't be reversed, user draws two cards.

Idea by Derceto7



Wall of text incoming! Here's a pile of ways you could use this amazing spell:



- Target creature direct damage and mass damage spells would heal the affected creatures.

- Single-target enchantments would be dispelled only on a like-enchanted target. Likewise with a Global enchantment.

- Multi-target enchantments would be dispelled on every creature that has the same enchantment as the discarded spell.

- Holy Banishment, Fear and Exile would allow you to summon a creature from your hand to the vacant land of your choice.

- Poison Mind would allow you to look at the top 6 cards in your own deck and draw a card.

- Turn to the Wall would change a Wall of Stone into a random Earth creature.

- Temptation would allow you to use the reverse of the target creature's Secret Art.

- Spartoi would banish a Skeleton on the map back to its owner's hand.

- Sense of Wild would randomly banish one of your creatures back to your hand.

- Land-shift spells would turn the land to the opposite element - Water Shift would shift to Fire instead, Earth Shift would shift to Air, Quintessence would shift to a random element, and Home Ground would shift all matching lands to the element opposite to the creature that's on it.

- Thrust Blow would work like Outrage, and vice-versa.

- Land-level-lowering spells would raise the level of the affected land(s) instead.

- Theft spells would give instead, where possible.

- Smash cards couldn't be reversed, so you'd draw two cards instead.

Shadow Magic

G: 100+

Cast the effect of the last spell card discarded by the user. / Synthesis: Spells (Changes target to "enemy Cepter")

Idea by RDude



How's your memory? You'd need to pay very close attention to what you're throwing away, and what your opponents are discarding as well. Things could get crazy when using cards like Reincarnation and Librarian (see above What If card).

Siphoning Boots

G: 70

Every round, user gains 3 symbols matching each territory landed on. Effect ends when user reaches the castle.