Thursday, February 24, 2011

My Standard (and terrible) M'arrilian Deck

Hi guys. I wanted to show you the deck that I use offline. Honestly, I have no comment on it.

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1.Lam'inkal@Skeletal Steed
2.Xis'torq@Baton of Aa'une
3.Klik'ssi@Magma Shard
4.Klik'ssi@Freshwater Shard
5.Phelphor OtD@Magma Shard (got nothin' better)
6.Mokc'adyn@Freswater Shard

x2Denial REfrain of the Deep
x2Geoflourish
x2Prelude to Dominance

x1SCR (5bp)
x2Invader's Tactics (7bp)
x2Rage of Aa'une (9bp)
x2Marksman's Prep (11bp)
x2Riptide (13bp)
x1Ghost Gouge (14bp)
x1Squeeze Play (15bp)
x2Flood Force (17bp)
x2Kha'rall Crush (19bp)
x1Eidolon Advance (*20bp)
x1Burning Rain
x1Aftermath Feint
x2Tidal Surge

x2 Riverlands Foothold
x2 Mipedim Mirage
x2 Mipedian Academy of Arts
x1 Cryomoroh Baricades
x1 Doors of the Deepmines
x1 Oligarch's Path
x1 Mipedian Dew Farm

There's no strategy. Najarin FF Destroys this deck. This deck is pathetic...
-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

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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

Wednesday, February 2, 2011

Whoops!

Uh... hi! It's been a while since I've posted. I plan to get this blog back into action as soon as possible.