Showing posts with label M'arrilians. Show all posts
Showing posts with label M'arrilians. 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

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, 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



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

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