Culdcept BEGINS card rarity runs on four tiers — Normal, Strange, Rare and Extra — and an ordinary card can be included up to four times in a Book, while an Extra card is limited to a single copy.

Culdcept BEGINS Card Rarity: The Four Tiers

RarityCards in the setCopies allowed in one Book
Normal1494
Strange1244
Rare1154
Extra121
Total400—

Extra cards are therefore the chase cards of the set, and there are exactly twelve of them.

The Twelve Extra Cards

  • Five Creatures: Abyssal Monarch, Onyx, Bundle Gear, Carbunfly, Gooba
  • One Item: Migoal Blessing
  • Six Spells: Armageddon, Bistair, Culdra, Iksear, Selenear, Terrair

Four of them stand out for what they do rather than their numbers:

  • Onyx (100, 40/40) Neutralizes Scroll Attacks, Critical Hits Creatures with 40 or more MHP, and takes Land Effects from any element.
  • Abyssal Monarch (80+, 50/50) deals 50 damage with Forbidden Art and destroys the opponent's equipped weapon or tool at the start of the battle.
  • Bundle Gear (250, 70/70) is Anti-Spell and Neutralizes Scroll Attacks.
  • Armageddon deals 30 damage to every Creature with 40 or more MHP and drops the level of the territories those Creatures occupy.

These four are worth a slot whatever the tier system says, and the card tier list ranks them against the rest of the set.

Rarity Is Not the Same as Strength

The rarity of a card does not by itself decide how strong it is. The Extra Spell Culdra, for example, averages all players' current magic, locks every Cepter's next dice roll to 6 and fully heals every Creature — powerful, but a card that does nothing for a Book that has to hold land.

Copy Limits and the 40-Card Book

The four-copy limit is what makes a four-of-a-kind plan legal, and the single-copy limit on Extra cards is why a chase card has to be built around rather than stacked. Both rules shape the 40 slots directly, so deck building treats copy limits as part of the card-count budget rather than an afterthought.