Showing posts with label creatures. Show all posts
Showing posts with label creatures. 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, 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



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

Thursday, February 10, 2011

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