Post by rawsushi on Apr 3, 2007 4:25:57 GMT -5
Hi everyone, I just noticed that no one has yet posted a sort of best cards list. So I thought I'd make one with my reasons why I think these are the 10 most powerful cards in Culdcept! I apologize for the over-enthusiastic tone like I'm a late nite infomercial but I wanted to have some fun like I was reading this in some annual Culdcept magazine card awards. So without further ado, here's my list of the top ten most powerful cards!
RAWSUSHI's TOP 10 POWER CARDS!
#1)SOLTIS-spell
This is the one card every deck can use. It's multi-functional. Against spell decks you can use it to heal all your creatures if they're a shot away from dying. On the flip side if all the creatures are mass phantasmed you can use this spell to remove the enchantment before blasting away. If your running low on manna or just in second place this single spell can give you a quick boost without having to wait till late game like it's friend manna. Let's not forget about against those pesky Old Willows or Kelpies! Unlike the enchantment Blackout which targets the opponent, players can get a free pass with Soltis and target themselves which is always more easy (and hey if you were under a bad enchantment like despair well despair no more!) On top of it all if you just got nothing you really need to do you can always just draw two cards cuz cards are always good right?
#2)BIND-spell
Remember back in the day of an old card game called Magic there was this one card that no one really noticed and then a few years later it not only became the most expensive card of all cards it also became restricted to 1 per deck because people caught on to what one extra turn meant? Well welcome to "Time Walk 2!" except this time you can do it not only once but FOUR times!!!(plus a die roll!) Just think about it folks, you get to draw a card, they don't, you get to roll that dice putting you ever closer to that finish line, they don't, you get to play a creature, they don't, you get to attack, they don't! They also can't play a spell for one turn! That's like 3 or more cards in one! Like another Magic card back in the day that was extra handy, Culdcepters can bind the opponent, then on their next turn lay down whatever protection spell they needed before the opponent ever got to say "Hey, evil blast!" So here's the math folks, 4 cards drawn, 4 more die rolls, 4 more chances to replace, reinforce or REDISCUSS who's winning = one really good card.
#3)LEVELER-wind creature
Some religions actually worship the elephant and rightfully so, perhaps that's why in the world of Culdcept this elephant kicks so much butt because not only does this elephant got a healthy 60hp to trounce around, he actually does shape the face of the planet (if in planet were talking about disco colored squares on your TV screen!) This is the one creature/spell/not a wussy combination in the game that's worth fooling around with. For a 100g and whatever else that isn't yellow and horny, you get a double whammy of unprotectable locust, or funny themed wall that likes to attack! Locust alone costs 80g! Kelpie's are great but hey what's the point in winning when you can just make your opponents territories worthless? Now that's sweet victory.
#4)KELPIE-water creature
Well what fits more better in FOURTH than a HORSE of course! OK, well that was my late nite attempt at a play with words but when it comes to collecting on debts, this stallion, (or fish store pet???) isn't fooling around. A 30/30 creature (note: NOT defense creature) that forces opponents to stop whenever it's placed on a blue land is a sure way to make sure your opponents aren't spending what's rightfully yours. Sure it can be blasted, and it does require that you own some blue property of your own first, but like all investments this is one that the smart investor can manipulate to their own advantage. Sure, he or she (?) has an OLD distant cousin but like any good student of Bruce Lee knows, "be like the nature of water..." Speed (1 less land requirement) and mobility (it's just embarrassing when the opponent TELEKINESISes your tree right off it's stump.) are everything in a fight.
And who better to learn from than the master?
#5)ENERGY FLASH-spell
This is probably the one card that the makers of the game knew was too powerful and actually set a limit of one on it, because if players could use four then the dance floor would close down before the party ever got started. That being typed, this killer card (probably the most threatening?) falls right in the middle of this list because you don't get to get too crazy with it (DMC3 pun intended) but it's so awesome they'll you use one of it. When you combine this with the Earth Shaker spell you got one nasty way to make your opponent stress out. My question to you all is, has anyone ever been able to telekinesis the creature off it's territory and then send them to digital heaven?
Culdcepters May Cry.
#6)GOLDEN TOTEM-neutral creature
If ever there was an underappreciated card, it would be golden totem. What is the greatest, earliest (besides Soltis) way to get manna? This card people. 300g, and it doesn't hurt you to try (0 casting cost) is a pretty nice boost when it comes to whose got the stronger territories early on in a game. Mannas aren't worth much your first few times around, but two golden totems later you'll be sitting on some pretty nice territories while your opponents are still waiting to cash in their card (the only difference is it's in their hand and not on the board, think about it.) Some people like that other spell DEMONIC TRADE but if you look at the numbers, after casting those creatures, and paying 200g for the spell, and also making all your creatures weaklings you still would make more from just using the TOTEM
#7)LOCUST-spell
The slightly more useful half of mr. elephant, this spell is the cheapest spell in the game, and by cheapest we're (and by we're I mean me but it sounds more organized...) not talking about price, no we mean cheap as in how much does it cost a player to level up a land lets say two levels (cuz at level one we all know that landing on it won't hurt at all)? Well, now let's factor in how much it costs to cast Locust? Do the math and you'll see that with this card your opponent is always on the losing side of the equation.
#8)HYDE-water creature
Can't use items=can't defend territory. Period. Who needs that nuclear fusy thing when your opponents creature is half asleep on the job.
Note: don't forget that creature abilities (like idols) are turned off when paralyzed.
#9)Iksear & Talisman-items
This is a toss up. Iksear can't be destroyed when going up against lets say a Gremlin,or a Drool, but at the same time it does got that pesky # of lands owned requirement, but with the right amount of territories, this tool can save you against scrolls and normal attacks. Talisman has got to be the most functional item in the game, helping remove bad enchantments, or good, neutralizing normal damage, and being both effective as a defensive and offensive tool all at once. The default, it can be destroyed and doesn't help against tearing halo. Both these items got there pro's and con's but remember: you only get one of each so they must be pretty good, and if you got both on hand, then you got yourself one strong defense.
#10)LIGHTCRAFT-spell
Played all your cards and have no more in your hand? Don't have another one left in your deck? Is your opponent gonna use that next turn? Do you really need these? Where is that card you were looking for? Like taking chances? These are just some the questions you should ponder when asking yourself whether or not good 'ol Lighcraft belongs on this years list of top 10 culdcept power cards!
Runner Ups:
FORESGIHT- because it's so handy...
IVORY IDOL- for making things messy...
SCULPTURE- for being the strangest card that has yet to be broken...
CORN FOLK- 'cuz who doesn't like free corn?
And that concludes my top 10 list of favorite cards for CULDCEPT on PS2. I gave you my reasons, you can argue them, but you can't deny...that I HAVE WAY TOO MUCH TIME!!
Anyway, I'm dooooooooooooooooooooonnnnnnee!!!
Mwa, mwa, mwa ha ha ha...{grumble X2}
Too bad I'm not getting paid...
RAWSUSHI's TOP 10 POWER CARDS!
#1)SOLTIS-spell
This is the one card every deck can use. It's multi-functional. Against spell decks you can use it to heal all your creatures if they're a shot away from dying. On the flip side if all the creatures are mass phantasmed you can use this spell to remove the enchantment before blasting away. If your running low on manna or just in second place this single spell can give you a quick boost without having to wait till late game like it's friend manna. Let's not forget about against those pesky Old Willows or Kelpies! Unlike the enchantment Blackout which targets the opponent, players can get a free pass with Soltis and target themselves which is always more easy (and hey if you were under a bad enchantment like despair well despair no more!) On top of it all if you just got nothing you really need to do you can always just draw two cards cuz cards are always good right?
#2)BIND-spell
Remember back in the day of an old card game called Magic there was this one card that no one really noticed and then a few years later it not only became the most expensive card of all cards it also became restricted to 1 per deck because people caught on to what one extra turn meant? Well welcome to "Time Walk 2!" except this time you can do it not only once but FOUR times!!!(plus a die roll!) Just think about it folks, you get to draw a card, they don't, you get to roll that dice putting you ever closer to that finish line, they don't, you get to play a creature, they don't, you get to attack, they don't! They also can't play a spell for one turn! That's like 3 or more cards in one! Like another Magic card back in the day that was extra handy, Culdcepters can bind the opponent, then on their next turn lay down whatever protection spell they needed before the opponent ever got to say "Hey, evil blast!" So here's the math folks, 4 cards drawn, 4 more die rolls, 4 more chances to replace, reinforce or REDISCUSS who's winning = one really good card.
#3)LEVELER-wind creature
Some religions actually worship the elephant and rightfully so, perhaps that's why in the world of Culdcept this elephant kicks so much butt because not only does this elephant got a healthy 60hp to trounce around, he actually does shape the face of the planet (if in planet were talking about disco colored squares on your TV screen!) This is the one creature/spell/not a wussy combination in the game that's worth fooling around with. For a 100g and whatever else that isn't yellow and horny, you get a double whammy of unprotectable locust, or funny themed wall that likes to attack! Locust alone costs 80g! Kelpie's are great but hey what's the point in winning when you can just make your opponents territories worthless? Now that's sweet victory.
#4)KELPIE-water creature
Well what fits more better in FOURTH than a HORSE of course! OK, well that was my late nite attempt at a play with words but when it comes to collecting on debts, this stallion, (or fish store pet???) isn't fooling around. A 30/30 creature (note: NOT defense creature) that forces opponents to stop whenever it's placed on a blue land is a sure way to make sure your opponents aren't spending what's rightfully yours. Sure it can be blasted, and it does require that you own some blue property of your own first, but like all investments this is one that the smart investor can manipulate to their own advantage. Sure, he or she (?) has an OLD distant cousin but like any good student of Bruce Lee knows, "be like the nature of water..." Speed (1 less land requirement) and mobility (it's just embarrassing when the opponent TELEKINESISes your tree right off it's stump.) are everything in a fight.
And who better to learn from than the master?
#5)ENERGY FLASH-spell
This is probably the one card that the makers of the game knew was too powerful and actually set a limit of one on it, because if players could use four then the dance floor would close down before the party ever got started. That being typed, this killer card (probably the most threatening?) falls right in the middle of this list because you don't get to get too crazy with it (DMC3 pun intended) but it's so awesome they'll you use one of it. When you combine this with the Earth Shaker spell you got one nasty way to make your opponent stress out. My question to you all is, has anyone ever been able to telekinesis the creature off it's territory and then send them to digital heaven?
Culdcepters May Cry.
#6)GOLDEN TOTEM-neutral creature
If ever there was an underappreciated card, it would be golden totem. What is the greatest, earliest (besides Soltis) way to get manna? This card people. 300g, and it doesn't hurt you to try (0 casting cost) is a pretty nice boost when it comes to whose got the stronger territories early on in a game. Mannas aren't worth much your first few times around, but two golden totems later you'll be sitting on some pretty nice territories while your opponents are still waiting to cash in their card (the only difference is it's in their hand and not on the board, think about it.) Some people like that other spell DEMONIC TRADE but if you look at the numbers, after casting those creatures, and paying 200g for the spell, and also making all your creatures weaklings you still would make more from just using the TOTEM
#7)LOCUST-spell
The slightly more useful half of mr. elephant, this spell is the cheapest spell in the game, and by cheapest we're (and by we're I mean me but it sounds more organized...) not talking about price, no we mean cheap as in how much does it cost a player to level up a land lets say two levels (cuz at level one we all know that landing on it won't hurt at all)? Well, now let's factor in how much it costs to cast Locust? Do the math and you'll see that with this card your opponent is always on the losing side of the equation.
#8)HYDE-water creature
Can't use items=can't defend territory. Period. Who needs that nuclear fusy thing when your opponents creature is half asleep on the job.
Note: don't forget that creature abilities (like idols) are turned off when paralyzed.
#9)Iksear & Talisman-items
This is a toss up. Iksear can't be destroyed when going up against lets say a Gremlin,or a Drool, but at the same time it does got that pesky # of lands owned requirement, but with the right amount of territories, this tool can save you against scrolls and normal attacks. Talisman has got to be the most functional item in the game, helping remove bad enchantments, or good, neutralizing normal damage, and being both effective as a defensive and offensive tool all at once. The default, it can be destroyed and doesn't help against tearing halo. Both these items got there pro's and con's but remember: you only get one of each so they must be pretty good, and if you got both on hand, then you got yourself one strong defense.
#10)LIGHTCRAFT-spell
Played all your cards and have no more in your hand? Don't have another one left in your deck? Is your opponent gonna use that next turn? Do you really need these? Where is that card you were looking for? Like taking chances? These are just some the questions you should ponder when asking yourself whether or not good 'ol Lighcraft belongs on this years list of top 10 culdcept power cards!
Runner Ups:
FORESGIHT- because it's so handy...
IVORY IDOL- for making things messy...
SCULPTURE- for being the strangest card that has yet to be broken...
CORN FOLK- 'cuz who doesn't like free corn?
And that concludes my top 10 list of favorite cards for CULDCEPT on PS2. I gave you my reasons, you can argue them, but you can't deny...that I HAVE WAY TOO MUCH TIME!!
Anyway, I'm dooooooooooooooooooooonnnnnnee!!!
Mwa, mwa, mwa ha ha ha...{grumble X2}
Too bad I'm not getting paid...