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

Sunday, May 5, 2013

Underworld Lyssta

Hey guys. Sorry I haven't posted for a...long, while. But I'm back, and I've got a cool deck to share with you.

123
45
6

1. Chaor/ Sandstorm Shroud
2. Lyssta/ Stormbird Statues
3. Bladez/ Kha'rall Husk Armor
4. Agitos, EM/ Bi-Mowercycle
5. Agitos, EM/ Bi-Mowercycle
6. Nivenna/ Azaia Mindprobe

2 Cannon of Casualty
1 Searing Symphony
1 Rod (red)
2 Cadence Clash

2 Prowl Strike
2 Voltorch
2 Hammer Dash
2 Marksman's Prep
2 Lightning Burst
2 Clashjet
2 Ash Torrent
2 Dry Liquid
2 Flashwarp
2 Flying Advantage

2 Prexxor Chasm, The Blight
1 Dranakis Threshold
1 Bodal's Arsenal
2 Lore's Chamber of Recall
2 Illusionary Lake
2 The Pits

I won't give too much of an explanation, but pretty much, the goal is to demolish all of your opponents fighters by forcing them to fight Lyssta. She has the Stormbird Statues to give her Surprise and gain all of her awesome combat abilities. Agitos makes sure that all your combatants will be winning their challenges. Really, that's all there is to this deck.



Signing out,
-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.

123
45
6

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

Monday, June 18, 2012

COTW: The Marshmallow

     Hello readers! I'm back again for another cotw. Now, you may find the title somewhat...odd, but it will all be explained in due time. Without further ado, let's begin the review.


Stats:

C:55
P:65
W:25
S:35
E:55

     As you can see, I like looking at the more underused cards. Anyway, Dreg'ora is, as the title says, a big marshmallow. He has very high energy for a kha'rall (usual is about 45), but all of his stats are fairly weak. He has water (big suprise), and no mc (another big suprise), but unlike the original 4 kha'ralls, Dreg'ora has a more, interesting ability.

     When a creature is in combat with Dreg'ora, they lose 10 energy for each of their disciplines that are below 30. This ability can be extremely deadly against elementalist with, weaker stats, but there are mor things you can do with this ability.

The first immediate combo that comes to many player's minds is pairing him up with Part'soa. Just play a few water attacks and your opponent will struggle to survive. If 40 energy loss isn't enough, you can use a super rare attack called rancorous projection for another 40 dmg!  





   
Now you have to start wondering, what happens when Part'soa is cannoned to death? Well, there are other ways to reduce disciplines. One rare M'arillian mugic, Intimidating Melody of M'arr, can be devastating to opponents against Dreg'ora. The battlegear, Ulmanator, reduces all of the opposing engaged disciplines by 10 for each elelment they have. 2 attacks, Riptide and Degenerative, also help lower disciplines, but my favorite option of stat reduction has to be the location Glacier Plains, M'arrilian Melting Camp.



     Of course you have to be careful of creatures like Blazvatan; they eat marshmallows for breakfast.

Ratings:

Apprentice: 1.5
There are less ways of reducing the opponent's stats. Besides, water attacks won't do much for your team; the big ones are much better for Master


Master: 3
Dreg'ora is a very potential kha'rall that can produce quick energy loss in a multitude of ways.


Overall, Dreg'ora, in my opinion, is one of the strongest kha'ralls in Chaotic. Sometimes, decks will just be too stat heavy to be affected by him. Most of the time though, Dreg'ora is a pain to beat.
-ziro207  

    

Wednesday, June 13, 2012

Current Deck I Use (offline)

No need for intros, let go to the deck.

123
45
6

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...