Showing posts with label card. Show all posts
Showing posts with label card. Show all posts

Wednesday, March 19, 2014

Swartbron Awesomesauce


          So...how many of you guys have actually seen this card before? Oh, Hikeda had a contest with it? Well, let me rephrase myself: How many of you have actually used this card before? That's better.

          I don't blame you for not trying. Giving your opponent energy, sometimes in the triple digits, is definitely not the most pleasant thing. Swartbron costs 3 which, even counting in Fluidmorph, can be a pain to get to. On top of all this, Swartbron Battlesong is a M'arrillian Mugic, which makes it highly susceptible to Najarin FF. Why would you ever want to use this card?

          As I stated in my last post, my specialty is synergies. What can you use to make this card work for you? How do you get this card to give you the high end, triple digit energy, and leave the opposition in the dust? Well, say hello to my little friend:


          This battlegear is a key to unlocking the true potential of Swartbron Battlesong. If your M'arrillian can last long enough to cast a Swartbron, you'll already be gaining 30+ energy! Imagine your energy after 3 more attacks. Now how do I last long enough, and have enough Swartbrons to get into the triple digits, even the quads? Well, that's what this deck is for. Make sure to check it out on the back-up forum for discussion!

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1. Part'soa/Riverland Moon

2. Nunk'worn/Riverland Moon3. Na-inna/WEV
4. Na-inna/WEV
5. Lomma DW/Riverland Star
6. Najarin/ Azaia Mindprobe

2 Swartbron Battlesong
1 RoD (Overworld)
1 Cadence Clash
1 Trills of Diminution 
1 Notes of Neverwhere

1 SCR
1 Ice Disks 
2 Flood Force
2 Eidolon Advance
2 Invader's Tactics
2 Outfreeze
2 Ghost Gouge
2 Marksman's Prep
2 Acid Rain
2 Tidal surge
2 Inner Flood
2 Delerium

1 Ulmar's Projecition Cavern

1 Vidav's Refectorium
2 Gigantemopolis CotO
2 The Riverlands
2 The Everrains
2 Rao'pa Sahkk Chimegrid

          So, are you having some difficulty understanding how the deck works? Well, there's an explanation of the strategy and card choices below. And if you do know how the deck works, you might as well read on anyways; you've made this far.

Strategy: Your two fluidmorphers, Nunk'worn and Part'soa, will be your main combatants. Conduct combat as normal with them, and when you get low on energy, pop off a Swartbron Battlesong to keep the fight going. Sure, you'll be giving your opponent energy too, but soon you'll be gaining astronomical amounts of energy. Once out of Battlesongs, start using Najarin to return them. He should have a good number of counters from the Na-inna's, Inner Floods, and Chimegrids. Lomma DW will defend your 3 supports, and you'll just have an easier time winning as the game goes on...


Card Choices: Creatures:

Part'soa: I know people don't like long and drawn out battles, so I figured I'd save them some time and lower their disciplines every once in a while.

Najarin: I wanted to take full advantage of Swartbron Battlesong, and what better way to do that than by having multiples? Yeah, Najarin takes a lot of effort to keep in the deck, but he pays off so well. Also, it's nice to return a refrain every once in a while.

Battlegears:

Riverland Star: Lomma won't have access to Swartbron, so I had to find another way to give her energy. I don't have Xerium Armor or a Droskin...

Mugics:

Trills of Diminution: I use this mugic to take care of LVBSoA; he's a real pain to this deck without it. Also, I found it difficult to get my M'arrillians to 3 counters against elementalist decks, so I use Trills to remove element X.

Notes of Neverwhere: There are 3 common locations that come to my head when I use this mugic: Illusionary Lake, Numin Voidland, and Azaia Mindscrying Chamber.

Attacks:

Ice Disks: As you all know, Najarin FF is the bane to any deck with a fluidmorpher, so I added Ice Disks over say, another SCR, to stop him from countering the Battlesongs. Also, it stops any of that annoying overworld healing stuff.

Outfreeze: These were initially Riptides, but I realized that this deck would be extremely weak against Gan'trak decks without Outfreeze, so in it went.

Locations: 

Ulmar's Projection Cavern: This is used over another Refectorium because I don't really like giving my opponent the opportunity to cycle attacks, but this deck needs the Refectorium because of all the 0 bp attacks. 

And that's the deck. As usual, feel free to comment on anything about the deck that could improve it. Thanks for reading!

-Ziro207

Friday, March 14, 2014

Card Review: Katharaz

                                      Stats: (Unavailable, but I'll put the stats of mine once I get him)

          Katharaz...where to begin? The Danian elementalist has a lot going for him. He has 3 elements, 2 mugic counters, decent stats and energy, and a great creature type. The question has to come to mind: why wasn't he used more? In my opinion, many people looked at his ability and said, "meh." The first time I saw him I did too. There were better combatants with better stats and energy like Nimmei, and better Muges with more counters and abilities like Lore. But one of my specialties is finding the niches and combos that you can use with cards like Katharaz. With that, let me tell you some of those ways.

          The first nifty combo I'd like to tell you about is one with Danian Element Choral. It's a simple combo where you target an opposing creature who's engaged with Katharaz. Now, if Hive is on and you only have Katharaz's elements, Katharaz will gain 45 energy right off the bat! If you manage to fit a creature with fire into your army, he gains 60 energy! Just make sure you have ways to protect Danian Element Choral from Mugic negation.

          A location some of you may know, Stronghold Mourn, is another card that combos very well with Katharaz, giving both him and his opponent all the elements. That's an instant 60 energy! the only problem with this is that stronghold mourn is a unique location, meaning you only have a 10% chance of pulling it from your location deck. Try adding Ulmar's Projection Cavern to your deck to better your chances.

          The final card I'd like to tell you about is one that requires you to expand from a pure Danian deck: Jaidwarl. He' just like Danian Element Choral, but is much more abusable. You can get more counters on to him vie MBF, Na-inna, The Rao'pa Sahkk Chimegrid, etc. He's also a bit easier to use than the first two cards, as he's already on the field, and ability negation is far less common than mugic negation. burn mugic might get him though...

          Like every card, Katharaz has his downfalls. Low disciplines will cause him to get smacked around by discipliners, and they also leave him open to LVBSoA. you can use Citadel Fragments to improve his stats and energy, but if you're worried about Katharaz's elements, use a Scarab of Kilhai.

          Another downside is that Katharaz relies on his ability to make him a front liner. Say your Danian Elemental Choral gets negated, Stronghold Mourn isn't up, Jaidwarl is mugicless or dead, or the worst: you have no way to activate hive. Katharaz would only have 45 energy on average; he'd be beaten to pulp quick.  To give yourself some hope when this has happened to you, have another combatant available to fight with. Good front line partners for Katharaz are Mhein, Nimmei, and any elementalist with Pauldrons.

          In my opinion, cards like Katharaz are made to be discovered. Some people will forget cards like this even exist because of superior or easier choices. But sometimes, you just have to look for the combos and synergies to unlock a cards full potential. Katharaz is ultra for a reason.

Apprentice: 1.5/5. His elements are his only redeeming factor
Master: 3.5/5. He takes more devotion than some of simpler cards, but Katharaz is very potent when the effort is put in to base the deck around him.

Thanks for reading guys. Please leave comments below, as they will encourage me to write more (yes, even the hate comments, 'cause then I'll know someone came to the site...).

-Ziro207

         

                                                                             

Tuesday, July 9, 2013

Card Review: Barrath Beyond, Underworld General

I have this review posted on the Chaotic Backup Forum for anyone interested. This is kind of the place to talk now since the real site is down. I really hope that Chaotic can get back up on its feet.


General description:
Barrath is probably the least used out of all the Forged Unity generals, and for a good reason. The price to activate his abilities are the sacrifices of your own teammates, though each of these abilities are quite good in their own rights. Barrath is a super, so he's not extremely easy to obtain. He's also legendary, which means you can't use the other generals with him. But if you're willing to overcome his steep prices, you'll be able to find the single most powerful general of the four, well, at least when Tangath Toborn doesn't have a Mipedian by his side.

Strategies and game play:
Barrath's stats by themselves are usual for an Underworlder. He has high power, good speed, and fire and
air, along with good energy. These all make up for a very good front line fighter. To make the most use out of his abilities though will require more devotion to the general himself. You can stick a general's standard on one of your creatures to give them double duty for Barrath. More good cardd to use would be Vidav, Master Strategist and The Northrange, as they can both can change creatures' tribes. My favorite way to use him is to give him a Mandiblor Crown and put Makanaz's and Ivelaan's in my deck so that whenever I sacrifice my creatures, I get big energy and stat boosts.


Ways to counteract it:
Instead of going head first into Barrath Beyond, you can go for the surrounding creatures so that he has no fuel for his abilities.You can also  se Trills of Diminution while one of your creatures are engaged with Barrath. As for the compost strategy, you can either destroy the Mandiblor Crown or remove the dead Danians from the game.

Strengths/Pros:
Good stats for an Underworld combatant
Elements to expand the attack deck
An ability that is very easy to manipulate as long as you are willing to devote cards to it

Weaknesses/Cons:
No Mugic Counters
His ability relies on sacrificing creatures.
Without his abilities, some of the stronger fighters can overpower him

Artwork and Aesthetics:
In my opinion, his sickness level went up an insane amount compared to his previous artwork. His head is surrounded by flames, which is awesome, and his armor looks beautiful. In his left hand, he's holding a helmet, or at least I think he is. I'm assuming that the helmet is from a fallen ally who sacrificed himself to his general, a very noble way to die.

Overall Rating:
The Underworld General is a bit pricey all over, but if you are willing to build your deck around him, he'll do wonders; I'm a witness to them. Because the sacrifice of creatures is still a high price, I give Barrath Beyond, Underworld General a 7/10.

And yes, this is how I'll be formatting my review from now on. Have a good day whoever is reading!
-Ziro207

Monday, July 8, 2013

Create a Card: Chaor, the Flame Heart

So, yeah. I created a card. Sorry for the absence, I've been busy.

Chaor, The Flame Heart
Creature-Underworld Conqueror Warrior
Courage: 95
Power: 100
Wisdom: 70
Speed: 55
Energy: 70
Mugic Counters: 1
Expend fire while engaged: Deal 20 damage to target creature.
Whenever a creature your opponent controls is healed or gains energy, Chaor gains fire.
Unique, Loyal

So what do you think? Voice your opinion in the comments below!
-ziro207

Wednesday, July 11, 2012

My Danian Deck (offline)

Hey guys. I'm really sorry for missing 2 cotw's. I'm making it up to you with a deck that I found quite good.

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1. Tabaal/Lightning Canister
2. Nimmei/ Ulmar's Projector
3. Ambolx/WEV
4. Illexia/WEV
5. Nimmei/Scepter of Infernal Parasite
6. Makrabon/ MBF

2 Cadence Clash
1 Deep Dirge
1 Strain of Infection
1 RoD (Danian)
1 Void Dirge

1 Megaroar (4bp)
2 Fearless Strike (8bp)
2 Streak Strike (10bp)
2 Hammer Dash (12bp)
2 Ghost Gouge (14bp)
2 Marksman's Prep (16bp)
2 Rust Toxic (18bp)
1 Mineral Mayhem (19bp)
1 Twister of Elements (20bp)
2 Shadow Strike
2 Evaporize
1 Aftermath Feint

2 Bodal's Arsenal
2 Mipedim Mirage
2 Mount Pillar
2 Brawler's Burrow
2 Ra'opa Sahkk Chimegrid (however it's spelled...)

Now, you're probably groaning. You've seen this deck before, or have you. The inclusion of Ulmar's Projector and Bodal's Arsenal is new. The main point of those 2 cards is to retrieve your scepter after Nimmei goes down. If you go first, Fight with your front Nimmei. If he wins, great. If he loses, just return him to the field. Now you're saying, "But if the opponent goes first, Nimmei won't be able to revive because I won't have any open spaces!" Tabaal fixes this by sacrificing himself for an open space.

You see, it's all thinking deep enough to create synergy.
-ziro207

Wednesday, June 13, 2012

Current Deck I Use (offline)

No need for intros, let go to the deck.

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1. Ninren/D-zooka
2. Blazvatan (his name's always been a mouthful)/Ravita Flower
3. Ailav/Ravita Flower
4. Ranun/MBF
5. Gaffat-ra/D-zooka
6. Ranun/MBF

x2 Song of Shelter
x2 Aegis Aria
x2 Cadence Clash

x2 Whirling Wail
x2 Aerosion
x2 Mineral Mayhem
x2 Marksman's Prep
x2 Sand Strike
x2 Funnel Blast
x2 Gear Grind
x2 Aftermath Feint
x2 Sediment Stormshield
x2 Velocitrap

x2 Royal MAoMA
x2 M'arrilian Pulse Beacons
x2 Bodal's Arsenal
x2 Mipedim Oasis
x2 Ravanaugh Ridge

I'm not going to do that whole beginning/middle/end thingy for this deck because it plays the same way the whole time; be smart while attacking and defend your conjurers!
-ziro207

Card of the Week #1: Ziro Style!

Hello again! First thing I want to say, I've changed my username to my Chaotic username, ziro207. Besides that, I want to start doing cotw for you guys that are reading. Without further ado, let's begin!
  Stats:
                            
C:40
P:85
W:15
S:50
E:65
     Kreaal! Yes, it's him. Are you wondering why he's the first cotw I wanted to do? I'll explain.
     Besides P and E, Kreaal's stats aren't very impressive, but that's all he really needs. His elements are standard for a uwer: fire and air. Not being unique is good, but I wouldn't use more than 1 copy of him. Loyal can hurt, but seeing as he only affects uwers, it doesn't really matter. 
  
     One of the things that make me really love Kreaal is that he has a MC without having recklessness. It's a rare trait possessed among uwers; either they're strong fighters without MC's, or they're scrawny weaklings with 2-3 MC's. One of those 2, or they have a MC and recklessness..

     Moving on, Kreaal has the ability to give all your uwers intimidate P20. This is a fantastic ability
 that helps your guys win and reach checks and challenges. Not to mention it also helps activate Atrapol's and Galmedar's abilities.

     But Kreaal also gives all your creatures
exhaust all disciplines 5, a not-so-good ability. Most of the time this works against you, but this can be useful with creatures like Stelgar.

Ratings:

Apprentice: 2
Most of the time, Kreaal's abilitiy will hurt you. Besides, you can't even use his MC.

Master: 3.5
Kreaal combos with many uwer's and provides MC's for a tribe that lacks them.

Overall, Kreaal is a useful creature to most uwer decks, just be careful when using him.
-ziro207

p.s.: It's freakin' hard to find good card pics...

   









  


     

Whoa, He's Back!

     Hey guys. I know it's been a long time since I've done anything with this blog, but I assure you, as long as summer reigns, I'll be very active. Why haven't I? I'll explain...

     For a whole year, I kept faith in Chaotic coming back. After seeing that nothing was happening, I quit =(. I did a lot of other things while vanishing from Chaotic. I tried MTG (good game btw), I spiffyed up my cello playing, and many other things that I don't want to explain.
     About 2 weeks ago, I saw a light at the end of Chaotic's long tunnel, Kodo. At first, I was pretty doubtful. Seriously, just look at what 4kids did. But after finding out more about the company, I was once again reassured; Brian Gannon is the president. END

 As I said before, expect a lot more from me this summer. -Fraf

Wednesday, March 2, 2011

The M'arrillians: In Depth

Hey guys. I wanted to talk more about the M'arrillians. Why? I think that they are the tribe that requires the most experience, reading your opponent, and choice making. This article will mostly revolve around Aa'une decks. Sorry if you were looking for something else...
After TotT came out, how many people actually stayed loyal to their Aa'une deck? Yeah, I gave up my dreams too, but I started trying to make that deck again about a week ago. With caution and brains, I've picked out a few cards that will help and make an Aa'une deck.

Aval'par: Aval'par can protect Aa'une from so many things, it's not even funny. Tarterek, burn damge, Arment Adagio, Unheard Melody, the 4 original chieftans, RotR, and I bet the list is even longer. Seriously, USE AVAL'PAR!
Bahrakatan: Um, I don't hope I don't have to explain this one.
Lake Ken-I-Po (DOP): Though the fact may not come to you at first, but what happens if your callings are negated? Yep. Now you know.
Glacier Plains (DOP): If you think about it, the Underworld Burn is arguably the scariest tribe for Aa'une decks. This can stop them red-handed.
Song of Stable Shields: Gan'trak and Tarterek are wiped off. Hooray!
Monophone Mayhem: Admit it, Najarin FF kills any M'arrillian deck with 2 fluidmorphers. Even 1 will make you struggle against Najarin. Monophone Mayhem fixes lots of problems.
Lam'inkal: Lam'inkal is a great creature in general, but he is important to Aa'une decks because support creatures are very annoying.
Phelphor OtD: This creature is insanely good. Fighting who Aa'une can beat is essential.

Now, we are going to try and make an Aa'une deck that can stand up to the metagame.

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1.Aval'par@Phobia Plates
2.Klik'ssi@Magma Shard
3.Aa'une@Baton of Aa'une
4.Bahrakatan@Freshwater Shard
5.Mock'adyn@WEV
6.Siril'ean@WEV

Now I'm going to be going a bit more in depth with this deck, so watch out. I decided not to put Aa'une in the middle for a few reasons. First, Klik'ssi's positioning is now better. Second, Aa'une will be exposed to more creatures. Third, if you are putting Aa'une in the middle for more fighting options, I'm laughing at you because who fights with Aa'une on turn 1? (guilty...) Finally, Aa'une is most probably your weakest fighter. The middle is a very important place to hold. I use Mock'adyn for obvious purposes; same with Siril'ean.

x2 Calling of Aa'une
x1 Unheard Melody
x1 Monophone mayhem
x1 Song of Stable Shields
x1 Void Dirge

Always run 2 callings. Unheard Melody can help Aa'une win a battle to turn into Avatar. Void dirge is great because your opponent can't revive, no Psionic, and no compost.

x1 Deadwater Devastation (4bp)
x2 Ice Disks (10bp)
x2 Rage of Aa'une (12bp)
x2 Invader's Tactics (14bp)
x2 Ghost Gouge (16bp)
x1 Mineral Mayhem (17bp)
x1 Kha'rall Crush (18bp)
x2 Flood Force (*20bp)
x2 Burning Rain
x2 Tidal Surge
x2 Aqua Recoil
x1 Fluid Flame

I chose Deadwater over SCR because I takes care of Najarin big time. I use Ice Disks to stop Tarterek and Najarin and any other annoying creature ability. Ghost Gouge is in there so that I can take advantage of Avatar's Outperform when he gets it. Mineral Mayhem is for LVBSoA.

x2 The Oligarch's Path
x2 Riverlands Foothold
x1 Mipedim Mirage
x1 Lake Ken-I-Po
x2 Mount Pillar Res. Foothold
x1 Mipedian Academy of Melee Arts
x1 Lake Ken-I-Po Ritual Site

Ritual Site is in here to stop anti- element decks. Melee Academy can stop burn. The rest are pretty obvious.

So that's the deck! If you want to change anything, please please comment.
-Frafdude



Tuesday, February 22, 2011

Nimmei's Balancing Expedition

Hey guys. I wanted to attempt a deck with a highly underrated Ultra
Nimmei, Expedition Overseer
At first, he looks like an ultra spot wasted, but if you think about all the cards in Chaotic, you'll know one card that makes Nimmei supremely powerful. That card, is The Stormtunnels Kib'ro's Foothold (couldn't find an image.).
This location makes all attacks count as water attacks, therefore giving an attack the water element. That means every time your opponent attacks you in that location, Nimmei will gain Water and Water 5. Now, I'll show you the deck I made up with this idea.

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1. Nimmei EO /Orchis Undin
2. Nimmei EO/ Orchis Undin
3. Klencka Avenger/General's Standard
4. Orbaat/Parasite Tablet
5. Illexia/WEV
6. Lore HM/WEV

x2 Song of Symmetry
x1 Katharaz's Cacophony
x1 ROD OW/UW
x2 Cadence Clash

10BP x2 SCR
2BP x2 Hive Phoon
2BP x2 Invader's Tactics
2BP x2 Flood Force
2BP x2 Rip Tide
2BP x2 Rust Toxic
0BP x2 Mirthquake
0BP x2 Earthshape
0BP x2 Innerflood
0BP x2 Liquesent Swirl

x2 The Stormtunnels Kib'ro's Foothold
x2 Mipedim Mirage
x2 The Cliffs
x1 The Gardens
x1 Stronghold Mourn
x2 Ulmar's Projection Cavern

I'll write up the games later.
-Frafdude

Saturday, February 19, 2011

General Beyond's Charge

Hello readers. I'm back with a really nice Barrath Beyond UG deck. The reason I wanted to make this deck was because I felt that Barrath was the least used of the 4 generals.


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1.Makanaz/Phoenix Belt
2.Barrath Beyond UG/Mandiblor Crown
3.Makanaz/Phoenix Belt
4.Ivelaan/Talisman of the Mandiblor
5.Ivelaan/Talisman of the Mandiblor
6.Kamengareth UA/Mandiblor Crown


x2 Cadence Clash
x1 RoD OW/UW
x2 Song of Symmetry
x1 Improv. Melody


3BP x1 Retalitory Strike
1BP x1 Primal Smash
4BP x2 Prowl Strike
4BP x2 Power Pulse
2BP x2 Dry Liquid
2BP x2 Primordial Rage
2BP x2 Ash Torrent
2BP x2 Marksman's Prep
0BP x2 Power Punch
0BP x2 Power Drain
0BP x2 Flashwarp

x1 Castle Mommark
x2 The Pits
x2 Bodal's Arsenal
x2 Castle Rathwag
x1 Forest of Life DA
x2 Illusionary Lake

Early Game:
Try to use the Makanazes to flip up the Phoenix Belts. Then you can start rushing your opponent with Barrath without a waste.
Mid Game:
If Barrath is gone and your Makanazes are gone, start using your Ivelaans with Talismans to revive your Makanazes.
End Game:
Plan Z: Kamengareth. She is your last hope of winning and she'll give you a pretty good shot.

Card Choices:
Kamengareth UA: I figured since most of my fighters won't have their battlegear throughout the game, she should help. Plus, a free mugic counter!
Talisman of the Mandiblor: The Ivelaans aren't going to do too well in battle so why not?
Bodal's Arsenal: Bring back a Mandiblor Crown or Phoenix Belt. It's very useful.
Castle Mommark: Just in case Barrat lost his battlegear, you can sac him to bring back a Makanaz.

Watch Out For: (This is new...)
Void Dirge: Card removal is dangerous to this deck.
Lore's Chamber of Recall: Look above.
Jumpers: you might want to replace Forest of life with Cryomorph Barricades.

Well, I hope you guys enjoy. Bye!
- Frafdude

Wednesday, February 16, 2011

Based off of Occasus...

Hey guys. I have another deck I have been thinking about. It uses some of the creatures Occasus used in his UWer Tribal wheel deck.

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1.Agitos/ Bi-mowercycle
2.Zamool/ Dread Tread
3.Bladez/ Husk Armor
4.Chaor/ MBF
5.Agitos/ Bi-mowercycle
6.Kopond HM/ WEV

x2 Consuming Cacophony
x2 Cannon of Casualty
x1 Improv. Melody
x1 Discord of Disarming (used to destroy WEV's, Phobia Plates, etc.).

3BP x1 Retalitory Strike
2BP x1 Rancorous Projection
4BP x2 Skeletal Strike
4BP x2 Power Pulse
2BP x2 Daunting Bravery
2BP x2 Dry Liquid
2BP x2 Marksman's Prep
1BP x1 Invader's Tactics
0BP x2 Evaporize
0BP x2 Shadow Strike
0BP x2 Flashwarp
0BP x1 Aftermath Feint

x1 Azaia Mindscrying Chamber
x1 Carnival of Confusion
x2 Underworld City
x2 Stone Pillar
x2 Mipedim Mirage
x2 Numin Voidland

Early Game:
Get Zamool Engaged! Why do you think I use 2 Agitos? The same reason Occasus did of course. I it's your turn, sac your Bi- mowercycles and give the swift and range to Zamool and go to the back. Then, just do what any burn deck would do; burn.
Mid Game:
I you are in a Mid Game, Your chances of losing have gone up. Just try to use Bladez a lot because of his energy.
End Game:
If you completly skipped Mid Game, You've played this deck right. How do you know you are at End Game? Well, just look at the number of creatures in your opponent's discard. If there are more than 2, good job. Now clean up the board with your 3 fighters. With intimidate power and courage 40, it won't be hard.
Important Cards:
Agitos: Agitos will give you a lot of control on the battleboard and intimidate power and courage 20. having 2 is great.
Zamool: Self explanatory...
Chaor: Chaor will be used to cast the Consuming Cacophonies. If your at Stone Pillar, he's SCR meat.
Kopond HM: See Zamool

So there you have it. Enjoy.
-Frafdude

Friday, February 11, 2011

Hyper Hiadrom!

Hey readers! I have yet anoter deck that I want to show you.

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1.Eremia/ Quaranium Pendant
2.Hiadrom RR/ Armbands of Lore
3.Hiadrom RR/ Armbands of Lore
4.Smildon/ Quaranium Pendant
5.Nom/ MBF
6.Najarin FF/ WEV

x2 ROD
x2 Anthem of Stone
x1 Momental Virtuosity
x1 RotR

8BP x2 Heptagon Hail
4BP x2 Charge of the Brave
1BP x1 Daunting Bravery
1BP x1 Mineral Mayhem
2BP x2 Mindvoid
2BP x2 Traditionalist's Charge
2BP x2 Arborsmash
0BP x2 Earthshape
0BP x2 Evaporize
0BP x2 Fear Projection
0BP x2 Shadow Strike

x2 Bodal's Arsenal
x2 Rao'pa Sahkk Chimegrid
x2 Phalanx Portcullis
x2 Hive Gallery
x2 The Cliffs

Strategy: This time I'm going to do it a little bit differently; more like Occasus does it.
Early Game:
The deck is a little bit weak. Najarin won't have many counters, and you'll be unaware of your opponent's strategy. Use the Hiadroms more in the Early Game with Nom give them earth in case they need energy.
Mid Game:
This is where the deck will really shine. Najarin will have some counters from locations and attacks, freeing up some counters for healing. Eremia will be able to soar to great hights in courage and Smildon can keep out bad locations and bad creatures.
End Game:
This part of the game should be pretty smooth as long as your Mid Game went well. You'll probably have way more healing than your opponent and tons of mugic counters.
Important Cards:
Smildon: Don't use Lomma. You need to keep out Azaia Mindscrying Chambers and Prexxor Chasm Blights.
Nom: Very multi-purpose in this deck. He can heal Hiadroms, Give courage to Eremia and Smildon, and keeps Najarin safe by giving him earth. Not bad for a common.
Heptagon Hail: Look it up. That will explain it all.

I really hope you like the new deck layout. I feel this deck is pretty resistant to most of the metagame. Well, see ya.
-Frafdude.

Thursday, February 10, 2011

Aer'dak's Awesomeness; Exposed

Yep. That's right, I use Aer'dak decks

123
45
6

1.Flag'amp/ Torrent Krinth
2.LVBSoA/Van Bloot's Sickle
3.Rellim/ Evergreen Tunic
4.Nom/MBF
5.Aer'dak/MBF
6.Nom/WEV

x2 Cadence Clash
x1 Song of Futuresight
x1 Unheard Melody
x1 RotR
x1 Nocturne of the Elements

5Bp x1 SCR
6BP x2 Ice Disks
2BP x2 Invader's Tactics
2Bp x2 Flood Force
2BP x2 Rip Tide
2BP x2 Marksman's Prep
1BP x1 Mineral Mayhem
0BP x2 Tidal Surge
0BP x2 Burning Rain
0BP x2 Aqua Recoil
0BP x2 Aftermath Feint

x2 The Darkened Dunes
x2 Mipedim Mirage
x2 Raopa Sahkk
x1 Prexxor Chasm Blight
x2 Psi- Fanger's Shelf
x2 Frozen Fire

Strategy: Just get 10MC on Aer'dak, flip the Darkened Dunes, and give your opponent's creatures earth and you win!
-Frafdude

Chaotic Tribe Review: M'arrilians

Aha! I'm getting more consistent. Anyway, I'd like to continue the Tribe Review with the M'arrilians (Yeah I know black isn't in the rainbow...)

M'arrilians
The M'arrilians don't actually have any stats they all excel in, but not many of them have low wisom. The jellyfish have some of the more unique abilities and mugic such as fluidmorph and Unheard Melody. If you don't know what either of those are, look them up.
Their best element is water (I you didn't know) and that's the only element they really excel in. They're not very good in versatility, but what they do, they pwn. M'arrilians are also the only tribe that can kill a creature instantly.
One very very large problem that has put M'arrilians farther back than most tribes is Najarin: Fluidmorpher's Foe. Now if you know what fluidmorph does and what Najarins abilities are, you won't have a hard time believing me. Another problem is Tarterek. He can destroy Cheiftans very easily, but never count the M'arrilians out because I'm gonna show you some of their nastiest combos.

Aer'dak, Nom x2, Flag'amp, Darkened Dunes:
Though this is a very risky combo, you can easily win the game with it. Flag will get Darkened Dunes to the top, the Noms will give your opponent's creatures earth, and Aer'dak will destroy them all; if he has 10 MC.

Aa'une, Bahraktan:
If Aa'une's baton is destroyed, he can't become the avatar (water, earth, fire, AIR!) Bahraktan protects it.

Gan'trak, Bladez:
Gantrak makes it so that all your attacks lower disciplines and when a creature has 0 in all, it is destroyed. Bladez lowers all disciplines by 10 every time he attacks.

Now, I will show you good counter cards to make up for the M'arrilians' problems.

Monophone Mayhem:
This mugic stops one tribe from gaining Mugic. Well, their goes Najarin.

Aval'par:
This creature makes your cheiftans untargetable just by discarding a mugic. Tarterek down.

Pelagic Maresong:
This mugic works like Zamool except it hits both players. A counter to both Najy and Tarty.

Frozen Fire:
Just imagine Najarin having to heal himself every turn.

For ratings, I'll give the M'arrilians a 6.5. Why?! They have counters that are found in too many decks. They're really just better in mixed water armies.
-Frafdude

Wednesday, February 9, 2011

Make a Card Day (MaCD) #1

I told you I would start posting again. Anyway, I wanted to start something that might be able to keep me blogging. So read the Title and let's begin!

Fir-Farth

Super Rare

Underworld Etheral

Courage: 70
Power: 65
Wisdom: 40
Speed:35

Energy: 50
Mugic :1

Elements: Fire

Abilities:
1MC: Target creature gains 15 energy and,"Recklesness 5."
When a creature you control deals 30 or more damage with a fire attack, Fir-Farth gains 1MC

Unique, Loyal

Text:
A warm and soothing flame can soon become a blinding fire.

So please discuss. Is he balanced? Is he too powerful? please comment.
-Frafdude