The 4th Part of the series, brings us to the searing hot Underworlders with their geysers, ponds, and cities of Lava. Ruled by Chaor and helped by Hikeda, these Underworlders lay waste to almost all who draw near the warmth.
He is the one and only Ultra Past Creature with a tribe designated to it (i.e not tribeless). He has 50 Energy which is under average for an Underworlder, 2 Mugic Counters (always a good thing), Fire 5 and nice power. His secondary ability is only useful when you have at least 3 of your creatures on the opposing team, but then again, if you need 10 extra damage, and you have no Mugic Cards left, at least you know who to call...
Kopond, High Muge of the Hearth
This Muge is probably the most used of the 4 (online anyways), maybe becasue Enre-Hep and Lore is banned and Kopond helps more in Burn Decks than the High Muge of the Lake (Najarin) does in the Overworld Healing Decks. Like all the 4 High Muges, Kopond has an exclusive ability which lets him deal an additional 10 damage with mugic that would deal damage... Not bad 20+10 = 30 damage Canon of Casualty. He has the Fire Element for a Consuming Cacophony, nice power and wisdom and 30e. Kha'rall Husk Armor + Melody of the Meek Combo anyone?
Unfortunately, I'm not going to go with the Kopond, High Muge of the Hearth + Kha'rall Husk Armor + Melody of the Meek. I'll leave that to you lol! I'm quite bad at making Underworld decks so bear with me as I present...
The Army of the Hearth
1. Ulmar, Perithon Racer - Pheonix Belt
2. Kaal - Whepcrack
3. Ulmar, Perithon Racer - Pheonix Belt
4. Chaor (Dawn of Perim) - Bronzeflight
5. Kopond, High Muge of the Hearth - Mipedian Balladeer's Flute
6. Drakness - Weightless Energy Vessel
2x Canon of Casualty
1x Consuming Cacophony
1x Improvisational Melody
1x Song of Revival
1x Refrain of Denial (UW version) or Cadence Clash
1x Magma Might
1x Primal Smash
1x Gladiator's Fire
1x Flame Orb
2x Ash Torrent
2x Consuming Flame
2x Flying Advantage
2x Castle Bodhran
2x Underworld Colloseum
2x Underworld City
2x Lava Ponds
2x Rao'Pahh Sakk
This deck revolves around burning obviously =P. Works like this... All Mugic you cast that would deal damage will deal 5 extra damage, except in the case of Kopond who has 15 extra damage. In Total, we have 4 Burn Mugic, and quite a bit of spare counters, in case of Interlude of Interuption or Cadence Clash. Now, in total, we would deal 20 to 45 extra damage, thanks to Drakness and Kopond High Muge as a side-note/interesting fact.
So, Dawn of Perim Chaor defends Kopond and Drakness, Drakness can't die as easily as Kopond because of the Weightless Energy Vessel.
Now, your front line warrior, will be Kaal. Kaal will be your attacker with Strike 20 (Approx. Ulmar, PR expends (both)) and Fire 10. So Kaal, if he deals Consuming Flame will deal 15+10 = 25 damage, plus the bonus expend from Ulmar, Perithon Racer, to deal a total of 45 damage.
If Ulmar gets attacked, DON'T expend your fire until the opponent has 10 or less energy remaining. This can be done by attacking, expending the other Ulmar's Fire and Burn Mugic.
Now, one of my friends asked me, "Why didn't you give Kopond, the Weightless Energy Vessel?" And my answer is, if your opponent uses Burn Mugic/Abilities to take Kopond down, I found that the mugic/ability at the top of the burst goes first... So if your opponent burns Kopond, then since Kopond is going to die anyways, just shoot burn mugic out and who knows, it might code the one doing the burning, So Kopond doesn't get coded =D. Also, Kopond's ability is pretty selfish as compared to Drakness so yea.
If you plan to use this deck, Use Kopond to cast the two Canons and an Improviational Melody. This makes 30+15 = 45 extra damage (We still haven't use Consuming Cacophony Yet =D). Save the Consuming for someone else to cast.
That's my Deck!~