CULDCEPT SAGA MANUAL PDF

I’ve decided to write this guide as a means to help newer players develop their skills in the world of Culdcept Saga. I hope this guide assists. Have you written a guide for an aspect of the game that’s not covered here? Tell us about it and 13, Culdcept Saga Card Spreadsheet, Written by IVIad IVIaxx. I won’t tell you that this guide is the be-all, end-all of deck building – because Weaknesses: One of the main strengths of Culdcept Saga is the.

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Now that you’ve read my Beginner’s Guide and Intermediate GuideI think it’s time to get into the specifics of how to become an advanced Cepter in Culdcept Saga. These are some tricks of sxga trade that can take a while to grasp, but once you have them down, you should be prepared for just about anything. Some of the things we will be going over have been covered briefly in my previous guides. I will be going over these factors a sata more thoroughly here. Some items to be covered here include: Deck Synergy, Diversion tactics, picking maps, tweaking decks, choosing the right target, anticipating counters and thinking outside the box.

Culdcept Central – Culdcept Saga – Beginner’s Guide

So, let’s get started. I’ve gotten several requests to go over symbols more in-depth. I will not be doing that in this guide, I am compiling a completely separate guide dedicated to all things Symbols. Synergy is defined as the cooperation of two or more items. In the case of Culdcept, it’s the cooperation of your cards working together in your deck. Getting your cards to flow together well is critical to a well performing deck.

A significant factor in Culdcept is pulling the right card at the right time.

Part of this is luck, the other part of this is a balanced deck. Having a flexible deck capable of meeting multiple challenges helps this as well. I talked about not flooding a book with 4 of one type of card. Sure, you could use that card 4 times to great effect, but if that’s the only card coming up frequently and the one you want is buried under a bunch of useless cards, then you will be hurting for a while.

A few things to consider when building a deck that has synergy: Does this card belong? If you are running a red and green deck, chances are blue creatures won’t play a large role in it.

Especially, if that blue creature requires you to have blue land to play. Having 4 of a card that recycles into your deck can bog down your draws.

Chariot is a great card for using over and over, eventually, you will run out of a need to use it that turn, unfortunately, with 4 in a deck, you could find yourself drawing nothing but Chariot near your deck’s recycle point.

This isn’t some perverted digital card fetish thing I’m talking about. This is the process of adding cards that make your deck move faster. These spells and creatures can keep your hand filled with useful cards.

If you’re desperate for an item you know is coming up and a big toll is looming on the horizon, Wind of Hope or Foresight can help you dig just a little deeper to find what you need. Foresight is especially useful for this. Find is a great card overall, 20g to draw an extra card and Find stays in your hand?! Fantastic for burning through the useless cards for more profitable spells. Find works well with Goblin’s Lair and Refuge.

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It refills your hand so you can sacrifice cards for money or goblins. Brass Idol has multiple uses in this department. Some decks rely on a gradual draw. They stockpile items and spells in hand to be used when the time is right.

Brass Idol forces them to prioritize what they keep in hand.

Culdcept Central – Culdcept Saga – Enchantment Guide

Be wary, this can happen to you as well. When using Reincarnation, it discards all cards in your hand and redraws that many again. If you happen to draw a second Reincarnation, you may as well discard it as it won’t be culdcepf any purpose once it’s discarded by the other Reincarnation. This is something every Cepter should master. If you’re familiar with the old adage: The color of your book cover can throw the opponent off.

Having a blue cover makes people think you’ll be running blue So, they use a deck designed to counter that type of deck. When you start the culdceph, that blue-covered book might turn out to hold green and red creatures.

Avatar parts can have this effect as well. If they see your avatar wearing Magma Armor, they’ll think you really like Green and Red and are probably going to run it. One thing that veterans enjoy doing is dressing sag as a “Starter” avatar.

Basically, looking like you just got the game and haven’t acquired any neat Avatar parts yet, so they assume the “Starter” avatar will have junk cards. This is harder to pull off once you’ve played a few of the regulars. You can also make the bull see red, so to speak. Kelpie is a great distraction to throw manusl while setting up things your deck is really going to utilize. Usually, Kelpie hits the board and the opponent starts soiling themselves attempting to cut Kelpie down before he becomes a big problem.

While he’s focusing his attention on the poor guy, you’ll be pumping up some other creature like Undine is a much better defender than Kelpie, it’s just that people assume Undine is less significant because he doesn’t stop you on blue automatically. Other distractions are setting down creatures capable of manuall out their big territories in positions that can easily be a reality.

Setting Tengu down when there’s a big yellow land ready for the taking, your opponent will want to remove Tengu as soon as possible. Setting Kelpie or some other distraction down manhal after Tengu culdccept make your opponent manuxl out trying to figure out which creature to target.

This one should be pretty self-explanatory. Don’t bring a deck that requires the use of symbols to a map with no Temple. Don’t bring a deck that uses a lot of Goblin’s Lair to a smaller map. It may not be a good idea to bring a yellow book to a sagx that is primarily green colored.

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The point is, certain types of decks perform better on different maps.

That’s not to say certain ones won’t perform well on all maps, it’s just that some maps are perfect for some decks. On that note, any deck can be made to perform moderately better by swapping in and out cards depending on the map. If the map in question has multiple paths around the castle and 4 forts, you may want to swap in a few permissions for shorter laps and quicker bonuses. If a map has a temple on it, you may want to swap in a Corruption or two to smack your opponent if they decide they want to buy up a bunch of symbols.

If you are playing on a smaller map, you may want to consider throwing Lead Idol in there to keep your opponent from walking over and taking out your territories. When creating a deck, it’s a good idea to think of how you can beat your own deck if you were playing against it. Once you have figured out how best to defeat your deck, factor in some cards that will prevent that from happening.

Say you’re running an Idol deck. Okay, I could add in a trade to prevent him from zapping my boys. Well, how about adding Ebony Idol and prevent him from zapping neutral creatures in the first place.

Okay, Armored Dragon neutralized. Sculpture could make them all statues Pack a few extra idols maybe. Throw in a Fat Body or two, perhaps. Those are just a few answers to some spell cards.

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Throw in some Gaseous Forms to protect them. Have a set of single creatures so that they don’t become multiples should Marble be in play if you’re using Marble. Those are all things to consider.

Instinct says, in a culdept match, you should Drain Magic the guy with the most pocket change. This isn’t always the case. Say you are playing a three-way with two other opponents. Opponent 1 has g, just enough to use the one defensive item in his hand, a Counter Amulet. He has a very large land that you could take if only he didn’t have that pesky Counter Amulet in hand.

Opponent 2 has g in his pocket. He has 1 land to his name that is defended by Opponent 1 has several big lands, and he’s straight-up dominating this match.

You could win if you take one of his big lands and cross the castle. Do you Drain Magic the guy with g and get Or do you drain magic the guy with g Sometimes the obvious choice isn’t always the best.

Chances are, if you’re reading this, you’ve become fairly familiar with all the cards. I’m certain there are some cards you are looking at going When given this question They all have a purpose.

That purpose might not be immediately evident Take Sea Bonze for example.