No need for intros, let go to the deck.
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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
Wednesday, June 13, 2012
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!
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.
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
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...
Whoa, He's Back!
Hey guys. I know it's been a long time since I've done anything with this blog, but I assure you, as long as summer reigns, I'll be very active. Why haven't I? I'll explain...
For a whole year, I kept faith in Chaotic coming back. After seeing that nothing was happening, I quit =(. I did a lot of other things while vanishing from Chaotic. I tried MTG (good game btw), I spiffyed up my cello playing, and many other things that I don't want to explain.
About 2 weeks ago, I saw a light at the end of Chaotic's long tunnel, Kodo. At first, I was pretty doubtful. Seriously, just look at what 4kids did. But after finding out more about the company, I was once again reassured; Brian Gannon is the president. END
As I said before, expect a lot more from me this summer. -Fraf
For a whole year, I kept faith in Chaotic coming back. After seeing that nothing was happening, I quit =(. I did a lot of other things while vanishing from Chaotic. I tried MTG (good game btw), I spiffyed up my cello playing, and many other things that I don't want to explain.
About 2 weeks ago, I saw a light at the end of Chaotic's long tunnel, Kodo. At first, I was pretty doubtful. Seriously, just look at what 4kids did. But after finding out more about the company, I was once again reassured; Brian Gannon is the president. END
As I said before, expect a lot more from me this summer. -Fraf
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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45
6
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)
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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)
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
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45
6
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
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