Air has 40 Creature cards, 8 of them Rare. The Culdcept BEGINS best air cards are not the biggest bodies in the set — Air's identity is speed and evasion rather than raw stats, so the picks here reach around the fight instead of winning it head-on.

Culdcept BEGINS Best Air Cards: The Rare List

Cost is shown with its deployment requirement; AT and HP are the printed values.

CardCost and requirementAT / HPWhat it does
Beelzebub120+ G, Air land, discard70 / 70/70Scroll Critical Hit, Boost [Air] AT+10; the user loses 100 magic at the end of the battle
Dhampir70+ G, Air land40 / 40/40Neutralizes Attacks against Earth and has a 60% Instant Death against Earth
Doom Reaper70+ G, Air land30 / 30/30In battle it gains AT equal to the number of creatures destroyed ×5, and if it invades the user gains 100 magic
Sphinx60+ G, Air land, discard40 / 50/50Boost [Earth] HP-10, and on a successful attack it adds Sleep to the enemy creature
Myrmecoleo50+ G, Air land20 / 30/30Attacks Last, and revives as a Dragonfly if it is destroyed
Death Worm50+ G, Air land40 / 30/30The opponent's Neutralizes Attacks and Reflects Attacks abilities do not trigger at all while it fights
Garuda40+ G, Air land0 / 40/40In battle its AT and HP are set from the number of Air creatures in play ×10
Nightmare40+ G, Air land30 / 30/30Penetrates, meaning it ignores Land Effects when dealing damage, so it can take land that a land effect would otherwise blunt

Death Worm and Nightmare are the two that win fights the numbers say you should lose. Death Worm shuts down the opponent's defensive abilities entirely, and Nightmare simply ignores the land effect on the territory you are attacking.

Air's Best Pairing

Air pairs well with Fire in aggressive Books: the competitive Air/Fire list uses Hurricane, Master Monk, Centaur, Nike, Quetzalcoatl and Roadrunner behind Aero Goetia and Beelzebub, with Air Shift and Holy Word 8 for control. Best element combinations sets out why an aggressive two-element pairing works.

What Air Adds to a 40-Card Book

Air cards are cheap to deploy but slow to scale, so they want a partner element that can hold land while they hit it. Deck building covers how many of them fit alongside that partner without leaving your chains undefended.