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.
| Card | Cost and requirement | AT / HP | What it does |
|---|---|---|---|
| Beelzebub | 120+ G, Air land, discard | 70 / 70/70 | Scroll Critical Hit, Boost [Air] AT+10; the user loses 100 magic at the end of the battle |
| Dhampir | 70+ G, Air land | 40 / 40/40 | Neutralizes Attacks against Earth and has a 60% Instant Death against Earth |
| Doom Reaper | 70+ G, Air land | 30 / 30/30 | In battle it gains AT equal to the number of creatures destroyed ×5, and if it invades the user gains 100 magic |
| Sphinx | 60+ G, Air land, discard | 40 / 50/50 | Boost [Earth] HP-10, and on a successful attack it adds Sleep to the enemy creature |
| Myrmecoleo | 50+ G, Air land | 20 / 30/30 | Attacks Last, and revives as a Dragonfly if it is destroyed |
| Death Worm | 50+ G, Air land | 40 / 30/30 | The opponent's Neutralizes Attacks and Reflects Attacks abilities do not trigger at all while it fights |
| Garuda | 40+ G, Air land | 0 / 40/40 | In battle its AT and HP are set from the number of Air creatures in play ×10 |
| Nightmare | 40+ G, Air land | 30 / 30/30 | Penetrates, 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.