Creature Card Idle

Creature Card Idle

92 ratings
Progession and Grid Guide
By Zydrate
This guide should help you nab some of the most 'meta' builds for the first three zones (and a blurb about the fourth, I haven't forgotten!). Some of it is from feedback from the official game discord, but I'll be adding my own notes as well.
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Preface
In terms of idle games, Creature Card is not a complex or longer lasting one. The gameplay loop is pretty straightforward of setting up, and letting offline progress build up some of the work for you. If you follow a guide like this, your hour count may be much smaller than on other idle games. Still, I enjoy it, and as of this writing the Dev seems pretty active in making sure expansions come out at a reasonable rate.

I will be sure to note that a lot of this will be variable depending on your card's levels. Some tier 1 cards could potentially be better than higher tier placements if you spent a lot of time grinding it out. In addition, I'm sure other players have figured things out that I have not.

I have no concrete advice to give to you on gem spending. Before a recent updating adding bonus chances to gain certain rarity's, I spent a good majority of mine boosting assassin's and rogues in the Plains of War zone (and I'll talk more about that later).
Zone 1 - Intro Realm
The intro realm is, as you can probably guess, the simplest. You'll start with some basic ♥♥♥♥♥ ghouls and you'll have to deal with that for a while. Ultimately, there's only one "true" build that has the absolute highest yield, and there's only one variable with it.


The meteor has the highest yield, and every other card serves to buff the everloving hell out of it.

The only variable here is Golems can take the four corners if they're a high enough level on their own, because their little perk is that disables and penalties don't affect them. For me, however, my Inns typically add a higher yield.

So you might be wondering what to do until that kind of money starts flowing in? Honestly, I encourage you to just have fun in tier one. I've found that Crab/Mushroom combos can work pretty well early on. But fiddle a bit, if you're not following the full guide right away you'll need to 'practice' playing around anyway.
Zone 2 - Haunted Woods
Haunted Woods is where things start to get interesting. It took me a while to figure this one out. I'm going to show you the build I ran with for a while, then I'm going to post three others that I found by haunting the game's discord for a bit.

In terms of tier one gains, I usually run this to gather up some basic resources;


It's not a perfect build and it depends on what you have available. As the image implies, that spot is for your highest iron producer available. Hades is a good choice, and he's in tier 1 but he's also a 5 star rarity so you might not have him right away.

The other solid choice is this build, which switches the priority from wood to iron. It also involves a lot of Hades, but it's all still tier one which is the cheapest cards to buy off the bat.

Once you start swimming in some real resources, you might need to save multiple builds to focus on iron and wood exclusively, which will help you get those gems between play sessions as you let offline progress drown you in that phat cash. I am very white. Anyway, the wood build I use is thus;


I will reiterate the original point that some of this depends on what levels your cards are. I actually personally have multiple wood builds but right now, the above is pure tier one but it's much stronger than my tier two wood build because I've spent more time getting them and upgrading. So again, you may have to finagle your own builds to find your own sweet gainz.

Anyway, here's the one I use for iron, which does utilize some tier two cards.


This one is interesting because the Iron Mines on the sides negate wood penalties, so this one generates pure iron without having to need a stock of wood to pull from. However the above is an exclusively tier two build. So work on the other builds for a while until you can generate some good card packs.

If you need a decent hybrid for gains that's a bit higher level, you could also look into this one;



Nabbed this one off a player in discord and it's a decent boost from a hybrid build I was running before. The imps yield a lot more than the Dog, considering my imp is level 10 and my dog is 4. Again, it just depends on the levels.

Ultimately, Haunted Woods seems a lot more diverse as far as builds go. I'm sure plenty people can play around in the Underworld but all the other zones are a bit more straightforward. Maybe it's something in how the cards are designed, but HW seems to have the most potential in build diversity so I'll end this with similar advice from zone one: Just play around here.
Zone 3 - Underworld
This zone is pretty nuts and probably the first actual wall you may run into. Once again, it adds yet another resource to balance but unlike the zones surrounding it; All card parks require an absolute equal amount of dosh to buy so the name of the game for zone 3 is to make sure you're generating all three resources relatively equally. There's always going to be one that runs away from you, but still.

This zone is both easy and hard. The builds involved are quite simple, but it took me far too long to actually poke the discord and shake some decent builds out of it. So none of these are really mine, but the result of begging chat for "what the hell do I even do here honestly" after far too long.

The easy part is, there's really only three or four big metas you have to focus on. Each tier based, so there's not a lot of intermingling of tiers with this zone, unless you just lack the cards necessary.

For tier one, try to get this one going:


With most of it at level four, I have around 400 production on all resources (with some variation). Not a bad start.

Your tier two build should look something akin to this;


The ruins can be a real jackass to get over time, being a five star rarity and the most important component of both the tier two and tier three builds. Work on getting them, as they add major bonuses to all three resources. If you manage to get a couple but don't have everything needed for the next build, I end up replacing some of the tier one Fisheries and Jars of Death with them, because its boost will almost always be higher. And it hits all three resources. So if you get lucky on tier two cards, be sure to plug some of them into the tier one build.

Ultimately, this is what you're going for in tier three:

Following these builds (and remember - variable card levels), my gains go from around ~1800 in tier one, about 20,000 in tier two, and jumps massively to around 220,000 on the tier three. All based around the ruins. It'll take you a good while.
Zone 4 - Plains of War
This one is interesting. It introduces a completely new mechanic. You're now basically playing a proper RPG, and each card has a specific slot it must be plugged into.

This is also where my own knowledge of the game becomes a bit spotty. Some of my intel is lacking for the time being.



The purple zones will boost your heroes, but they can also boost monsters with extra effects, which the tooltips will let you know. If used on monsters, boosts typically give extra loot, while certain boosts have better use on your heroes.

Here's a couple of the builds I run, with explanations.



I found rogues to be incredibly valuable to start with. They are however a five star rarity so it may take some time getting all four of them going. They're also the first thing I really spent my gems on, getting them boosted will carry you a fair ways.

I use the chests because they give the highest loot bonus in this tier, that I've been able to find. (Sing it with me now; depending on your card levels)

I also use Jars of Death in both tier one and tier two because it gives bonus criticals and... What I assume to be their damage. So they have a chance to do, presumably, double damage. In terms of hero boosts, other players will sell the values of the Potions, as they'll revive your heroes so they can keep attacking without ending the "round" in the monsters favor, which by the way, leads to absolutely no gains. So keep an eye out on that, if your monsters are out DPSing your heroes, then you need to downgrade your monsters to something you can actually kill.

In terms of monsters... I haven't found the meta here. Use the highest yields available and whatever you can kill in proper time. My rogues and assassins are gem-boosted so they do most of the work for me, and I just swap my monsters out depending on the resource I need. The card packs require quite an uneven spread of resources so just... do whatever you need at the time.

Anyway, in tier two I switch a couple things up.



Replace Chests with Eggs whenever you have them available. Eggs are four star rarity so you won't be swimming in them right away. Eggs have very high bonus loot percentages, but they also add a ton of hitpoints to your monsters. Boosts are usually trade-offs like that. It's right there in the name, after all.

Again, if you find your heroes are taking damage, some players suggest potion-ing your people up.

And this, ladies and gentlemen, is where my knowledge dries up. I have very little Tier 3 intel to give you, but will happily add in some further screenshots and descriptions as I learn things. As the newest zone, the discord's chat isn't very robust at the moment, but I have seen people use the Desert cards to boost their heroes (It adds bonuses to every stat, which is useful).
If there's a tier three equivalant to the rogues and assassins, I am yet unaware of it.

Either way, this guide should help you blow through the first few zones with relative ease. Feel free to comment on your best PoW tier three builds. In the future, as zones come out, I'll try to upkeep this guide.
30 Comments
Nooobbbbyyys 24 Sep @ 11:25am 
the spearfisher works better for me. and using the sign and crawler cards to boost them with 1 dead fish. getting 22k the tier 2 cards are level 3 and the spearfisher is lvl 2
jacobee621 1 Aug @ 3:42pm 
Lol, jk. I think I have found the skull build of all time.
Fishery x 2 / Iron Cat x 3
Fishery x 2 / Iron Cat x 3
Fishery x 2 / Iron Cat x 3
Fishery x 2 / Iron Cat x 3
Fish / Fishery / Shellhouse x 3
All my cards are at level 2, and I'm getting 20k skulls per second. This, with the first ether / feather build I posted in my second comment, which with level 2 cards brings me 10k ether and feathers per second, I can spend a third of my time on skulls and two thirds of my time on ether and feathers. This, compared to copying your build which gives me around 5k of each resource per second, is a massive improvement. If I split my time equally, I'd get an average of 6.6k of each resource per second. Idk what I was thinking with 50% improvement earlier, I had stayed up super late the night before haha. But this is a 33% improvement if my math isn't wrong this time!
jacobee621 31 Jul @ 1:56pm 
Unlocking plains of war soon, so I'll update you on my experience once I get there. By the way, I'm playing on coolmathgames, where the card art is replaced with ai (i think) and a few names are changed. For example, death knights are called gladiators on the website, and I'm uncertain if hideaways are called hideaways on the steam version, since I don't see that card in any of your layouts. It's the tier 3 card that boosts feathers in the same column.
jacobee621 31 Jul @ 1:56pm 
In the underworld, I'm having a lot more success with using two layouts instead of one balanced layout.
1. For ether and feathers, my layout looks like this:
Column 1: Hideaway / Gwen x 4
Column 2: Oasis x 5
Column 3: Hideaway / Gwen x 4
Column 4: Oasis x 5
Column 5: Hideaway / Gwen x 4
Note that this is organized by columns, so Hideaways go on the top row. If feathers pulls too far away from ether, I replace one or more of the hideaways with gwens.
2. For skulls, my layout is 1 fish, 12 fisheries, and 12 iron cats. Organization does not matter.
With these two builds, I find that my production on each resource is triple (and quadruple for skulls) that of the balanced build you provided. Given that I'm spending half my time on each build, that's still an increase of over 50% on each resource.
jacobee621 31 Jul @ 1:55pm 
In the haunted woods, I much prefer to keep two layouts. Although you have to make sure you keep up on wood, its faster in the long run to keep a wood build and an iron build. I approve of the wood build you provided, but my iron build is this:
Row 1: Hood x 4
Row 2: Death Knight x 4
Row 3: Hood x 4
Row 4: Spider King / Death Knight / Death Knight / Spider King
Yes, it consumes wood. Make sure you have enough beforehand. If you don't pay much attention to haunted woods, or if you are ascending frequently, then maybe a balanced build is more appropriate for your situation, but I find this to be the fastest build imo.
Zydrate  [author] 26 May @ 12:12pm 
Sorry mate all the images are showing up for me :(
i want to play 26 May @ 8:27am 
And im stuck!:steamsad:
i want to play 26 May @ 8:27am 
Bro! I can't see the underworld Teir 1 card layout!:steamthumbsdown:
KutarFOX 5 Apr, 2024 @ 4:58am 
Thank you for this guide it helped me get all steam achievements very quick. :ss13ok:
Zydrate  [author] 7 Dec, 2023 @ 7:11am 
Google would do you better but it seems like it's not on my discord anymore. Dunno if I quit it sometime way back, got kicked for inactivity, or if it just dissolved itself.