Friday, February 11, 2011

Hyper Hiadrom!

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

123
45
6

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

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.

Sunday, April 11, 2010

Tuesday, February 9, 2010

The Chaotic rainbow: Underworld

Hey guys, Fraf again. I've been thinking about this for a long time and decided to do it. I'm going to do a Chaotic rainbow. What? Well, i'm gonna give my opinion on each tribe. Well what are we waitin' for, red's first in a rainbow.

Underworld.
Well, to be honest, the Underworld hasn't been the same since DOP. I mean, Chaor and
Van Bloot owned in one on one, but now that we've gone into the bigger formats of battle, they just don't have an even balance of healing and supports. Another thing is that a lot of their fighters don't go good together. But, that doesn't mean there out of the game. They still have some great creatures and combos.

Zamool Kopond Burn: This is probably the most powerful combo of the Underworld. Basically, get Zamool engaged and burn your opponents to death.

Chaor: The ruler of the Underworld is one of the only creature with 3 mugic counters and fighting capabilities.

Bladez Husk armor: We all know this one.

If I had to give the Underworld a rating, it would get a seven. Why you ask? Simply because of their lack of healers and supports. Not to mention their huge amount of creatures with recklesness.

- Frafdude