Spell card strategy types

Greed Island Spell Cards

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.

Greed Island Spell Cards List

Greed Island Spell Cards
No.Card NameTypeRankLimitEffectDetail 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

Spell card strategy types

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 guide

Utility spell cards

Utility 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 spell cards

Defensive spells block attacks, protect pages, or keep cards from being stolen or destroyed. They are the reason a strong collection still needs protection.

Strategic cards

Cards that copy, fake, revert, or manipulate other cards connect directly to rank and limit rules.

Read the card system guide