Movement spell cards
Movement spells such as Magnetic Force and Accompany let players reposition quickly, meet allies, pursue targets, or move a group toward a known destination.
Read the Accompany guideSpell card strategy types
Spell cards are the tactical layer of Greed Island. They let players move, scout, defend, attack, copy, transform, protect, and disrupt cards, turning the island into a competitive game of information and timing.
Use this category page to compare related cards, then follow the guide links to understand how those cards affect collection, movement, strategy, or completion.
| No. | Card Name | Type | Rank | Limit | Effect | Detail link |
|---|---|---|---|---|---|---|
| 1001 | Steal | Spell Card | G | 200 | You can view all the "Free Slots" of 1 other named player. (You have previously met.). | Row |
| 1002 | Fluoroscopy | Spell Card | F | 150 | Allows you to see all restricted slot cards of the target. (Only that you've previously met.). | Row |
| 1003 | Defensive Wall | Spell Card | G | 400 | Prevent a one-time attack spell from another player. | Row |
| 1004 | Reflection | Spell Card | E | 120 | Repels the attack from another player and returns the affect to the opponent. | Row |
| 1005 | Magnetic Force | Spell Card | C | 50 | Fly to the place of another player you specify. (That you've previously met in the game.). | Guide |
| 1006 | Pickpocket | Spell Card | F | 170 | Allows to take away a random card from a named player's free slot cards. | Row |
| 1007 | Thief | Spell Card | C | 50 | Can steal a random card from the Specific Pocket Cards from another named player. | Row |
| 1008 | Trade | Spell Card | E | 100 | 1 named player's card and 1 of your own, will randomly exchange places. | Row |
| 1009 | Return | Spell Card | G | 380 | Fly to a specified town (limited to a city previously went to). | Row |
| 1010 | Transform | Spell Card | A | 20 | Makes 1 held card transform into a different held card. | Row |
| 1011 | Clone | Spell Card | D | 70 | A randomly selected card from 1 target player's designated slot cards, this card will transform into it. | Row |
| 1012 | Relegate | Spell Card | F | 140 | Make 1 named target player fly somewhere on the island. | Row |
| 1013 | Origin | Spell Card | D | 65 | Select 1 named player to fly back to the Starting Point. | Row |
| 1014 | Leave | Spell Card | B | 30 | Make 1 target player fly outside of the island. | Row |
| 1015 | Clairvoyance | Spell Card | D | 70 | You can see all card data of 1 target player. | Row |
| 1016 | Drift | Spell Card | F | 200 | Fly to an unvisited town. (In the situation where all towns have been too, you do not move and the card is destroyed.). | Row |
| 1017 | Collision | Spell Card | F | 200 | Fly to the location of a 'haven't met yet' player. | Row |
| 1018 | Levy | Spell Card | B | 25 | Use of this spell will snatch away 1 random card from every player within a 20m radius. | Row |
| 1019 | Drawbridge | Spell Card | F | 200 | Protects against a Short-Range Attack Spell from a player once. | Row |
| 1020 | Fake | Spell Card | C | 40 | "Fake" can be used to transform into any 1 card from No.001 to 099. The transformed card can be inserted to the specific pocket, but cannot be used as a complete card or itemized. The card is not counted on the "card limit". | Row |
| 1021 | Mug | Spell Card | B | 30 | Snatch any 1 card you like from 1 other named player. | Row |
| 1022 | Corruption | Spell Card | C | 40 | Select 1 B-Rank or higher card from 1 named target player, to transform into a D-Rank or lower card with a number you like. (in the situation where the card transformation limit is MAX and the target player has no above B-Rank card, "Corruption" will be destroyed.) The card with a different number to the designated slot after the change will be destroyed. | Row |
| 1023 | Compromise | Spell Card | B | 25 | Pick 1 card not lower than A-Rank from 1 named target player to be destroyed. The destroyed card player is able to select any numbered card 3 ranks lower that they like. In the event the target player has no more A-Rank cards, "Compromise" is returned to the user once again. (In the event the card 3 ranks lower's transformation limit is MAX, you cannot receive it.). | Row |
| 1024 | Dispel | Spell Card | D | 80 | All of the named target player's cards transformed with “Fake”, “Clone”, and “Mimic” are returned to their original state. As a result, all Designated Pocket cards with a different number are all destroyed. “Dispel” cannot be targeted by “Fake”, “Clone”, or “Mimic”. | Row |
| 1025 | Blackout Curtain | Spell Card | F | 200 | This card when used on a player, it is able to defend against an attack from “Thief” and “Fluoroscopy”. (“Blackout Curtain”'s effect continuation is used once, it will not help a 2 times.). | Row |
| 1026 | Holy Water | Spell Card | A | 20 | When this card is used on a player, it is able to defend against 10 attack spells from another player. (While 1 “Holy Water” is in continuous effect, using another “Holy Water” will not increase the number of defense times.) This card can not be taken back or destroyed using spells. | Row |
| 1027 | Trace | Spell Card | E | 90 | 1 named target player's current position will always be known. (Effect is continuous unless the target player leaves the game.). | Row |
| 1028 | Rock Toss | Spell Card | E | 100 | Select 1 random card to be destroyed, from 1 named player's free pocket cards. (In the situation where the target player has no free pocket cards, “Rock Toss” is destroyed.). | Row |
| 1029 | Bullet | Spell Card | B | 25 | 1 named player's specific pocket card will be chosen at random to be destroyed. (In the situation that the target player has no specific pocket cards, “Bullet” gets destroyed.). | Row |
| 1030 | Guidepost | Spell Card | E | 120 | An item of specific number's location is able to be known. (Except No.000.). | Row |
| 1031 | Analysis | Spell Card | G | 400 | A specific numbered item cards' explanation is able to be seen. (Except No.000). | Row |
| 1032 | Lottery | Spell Card | G | 350 | 1 Item Card will transform into something else at random. | Row |
| 1033 | Cling | Spell Card | C | 50 | Complete data of one player's restricted slots will be available at all times. (Effect lasts until player leaves the game.). | Row |
| 1034 | Purify | Spell Card | D | 55 | Attack spells due to transformations and changed into with no effect, are reverted to its original. (In the situation where the reverted card's transformation limit is MAX, the item when restored, cannot go back. In the situation where a Spell Card's transformation limit is MAX, that spell is destroyed unless used in its circumstances.). | Row |
| 1035 | Fortress | Spell Card | S | 10 | Designated pocket pages that are occupied, as longs as the pockets remain occupied cannot be the target of spells effecting being taken/destroyed. (You can specify a page for protection from 1 to 11. Free Pocket pages cannot be chosen.). | Row |
| 1036 | Eye of God | Spell Card | S | 10 | Are able to see an active player's No.001 to No.099 cards with the effects of “Analysis” and “List” at any time. (Continues until the active player leaves the game.). | Row |
| 1037 | Recycle | Spell Card | F | 170 | A card that has released into an item, you are able to change it to a card 1 more time. (Restricted to Rank C and below items. In the case where the target item card's transformation limit is MAX, 're-card' is not possible, "recycle" is destroyed.). | Row |
| 1038 | List | Spell Card | G | 350 | Specify 1 target item, and you are able to know that current card's sum number of ownership and the specific people. | Row |
| 1039 | Accompany | Spell Card | F | 130 | Transports the caster to a place they have previously been at before (location). As it also transports the caster to previously met players as well. This card also works on multiple people within 20 m of the caster. | Guide |
| 1040 | Contact | Spell Card | F | 200 | 1 named player (restricted to players come across within the game) through using the book you are able to converse with. (Maximum of 3 minute intervals, only the player using communication is able to cut “Contact” midway through.). | Row |
Movement spells such as Magnetic Force and Accompany let players reposition quickly, meet allies, pursue targets, or move a group toward a known destination.
Read the Accompany guideUtility spells reveal card data, locate objects, or inspect another player's pockets. They make information a resource that can be as important as a rare card.
Defensive spells block attacks, protect pages, or keep cards from being stolen or destroyed. They are the reason a strong collection still needs protection.
Cards that copy, fake, revert, or manipulate other cards connect directly to rank and limit rules.
Read the card system guide