Monday, February 6, 2017

Discord: Gauging Interest


 As another option to communicating, I decided to open up a Discord Server for the Chaotic Community.
https://discord.gg/ZwYEpuX

 It's essentially the same as that chatbox on the right - except it can be accessed using the Discord app on phones (or in browser). That way conversations can go a lot faster than 1 message a day.

It also has Voice Comms if you eventually play matches on TradeCardsOnline (or the like) and want to chat with your opponent.

You don't need to register (Although it's advised to), and it's there to gauge interest.

That's it
Malcolm9

P.S A new Coding the Drome Post will be up in the next 1-2 days.

Wednesday, February 1, 2017

Coding the Dromes Part III


 Welcome to Coding the Dromes Part III,

 It isn't the most popular thing to be writing about granted, but I do like to keep tabs on my own progress.


 We begin as we ended yesterday -- The board setup with a Location, the Attack Card Hand, a shuffled deck and Creatures setup.


Time to add the simplest of combat systems - The Player who begins first can now select their Creature and then attack a Defending Creature. If the Dromes do end up getting upgraded to a 3v3 format, movement will be added to this "Action Phase". 

Once a battle is started, the Location's Initiatives are activated and it checks which player should go first (Which usually means Lord Van Bloot due to his stats).


Aand now for the most simple of Combat Systems. (And yes, I did "buff" Tangath's Energy so I could play-test the drome). But here, we return to the State of our First Coding the Dromes. 


The super simple AI picks his attacks at random which arguably does quite a bit of damage to Tangath (due to his poor stats). The Attack Cards damage are all automatically calculated and the drawing of cards is automatic. (Both Sides Energy does Drop).

There are of course - a few bugs ever present (and that I'm aware of)
  • Energy "Bars" not functioning as intended
  • While Challenge, Checks and Elemental Damage do work - External effects like Vine Snare's Earth: Reduce the Opposing Creature's Speed by 25 does not presently work
The Drome is still far away from opening, but it's definitely taking shape.


That's all for now!
malcolm9


Tuesday, January 31, 2017

What Changes do Chaotic would you make?


 Chaotic hasn't been generating any new cards for several years now (Are you surprised by that?), so playing with the same ruleset can be slightly boring.

 It is because of this that some have been playing with additional rules such as "Build Restrictions" such as only using Commons/Uncommons in their deck and so on and so forth.

 Here's my main discussion point though -

What changes would you make to the Game Rules itself to make things interesting?

 Obviously we cannot simply play it with an "Over-powered" rule like allowing 50 build points worth of attacks in a 20 card deck.

 Here are some ways I've been testing with...
  • The Current Location is determined by which space is being attacked.

    This is somewhat of a weird rule but let me explain. Chaotic's game-board is built with each player having their side of the battlefield (or board). Instead of flipping the Location Card for the Attacking player's turn, we flip the location card based on which side of the board the battle takes place in.
    Consequently, this makes it slightly more difficult for the Attacking Player to win a bout (assumedly) but it does make sense when you think about defending player having the home-field advantage from players. Locations aren't necessarily the "make-it or break-it" things in battles (usually) so I think it can be an interesting take. (And make you relook at your location deck)
  • Top-deck Mode

    This is more of a deck-testing tool than an actual change to the rules. Essentially, you remove the concept of Attack Hands and play solely using the top card of your attack deck. This essentially tests your attack deck overall as you can't strategize usage of your attacks (saving some attacks, using your Magma Mights on 5 energy creatures etc). It's a very random and can sometimes help you see flaws with the deck.
  • End of the Line Win (6v6 and up)

    This is an alternative win condition, suppose an enemy attacks and lands on the very end of your side of the board. Add a "Hold" Counter on that creature, if at the end of your turn, the creature with the "Hold" Counter is still there... you would lose the match.

    "WHAT?!?", I hear you exclaim.

    That's fine, allow me to explain... When you think about it, your side of the battlefield is your "territory". If somebody can infiltrate (or fight their way) into your territory and hold it. You essentially are surrounded and fighting between a rock and a hard place. Some Creatures will do this better than others (Xelfe combination, Ere, etc), but it'll promote different deck building strategy. It may make it so MAYBE your Muges shouldn't be too far back. MAYBE you'll need more Defenders... We'll definitely see.
 So have any of you played with any weird rules to the game? Curious to see if there are any. :)

Thursday, January 26, 2017

Coding the Dromes Part II


Hi there!

It's been awhile hasn't it? University (and other Games) has kept me swept away and totally busy. But now with a bit of spare time, I decided to proceed on with an older Project involving Coding the Battledromes.

So what are the progress? Well I decided to start over and use Unreal Engine this time... So there essentially hasn't been any much "progression" if you will since last time.

But of course! If you're still reading this, you'll probably want to see what's been done. I will just briefly go over each thing done.


So we begin with a relatively simple board - Two of my favorite "Dawn of Perim" units are the chosen fighters (rather than the random Velreth and Toxis).


Combat has not been inputted yet... However, the setup for an apprentice battle is more or less setup by the end of the day. With the following features being implemented during the Start-Up (I'll add more as I remember them)
  • The Starting Player is Randomized
  • Location Decks and Attack Decks are shuffled 
  • The Starting Player's Top Card of their Location Deck is flipped Up
  • 2 Attack Cards are drawn for both players.

I know it isn't much (especially compared to how much I did in a day for Unity), but I did try for a cleaner code and spent most of my time bug squashing (ensuring little to 0 problems). And it's also more "exciting" for me to look at - compared to the plain blue background and 2 pictures.




Finally (although not totally relevant and very ugly due to my lack of experience in "art"), A scroller based on the cartoon/anime. This was more of a side-track thing. If I did want to pursue it, I'd probably actually get a friend of mine to help make me a spinner :p

That's all for now. 
Peace
malcolm9

Tuesday, October 20, 2015

Card Creation II - Eehrin, The Combat Trainer

Let's try creating an Overworld Creature today...

This time, a Creature called Eehrin done by "E-Mann".


Eehrin
Overworld Hero Warrior

Courage: 85
Power: 75
Wisdom: 45
Speed: 45
Energy: 45

Mugic Counters: 1
Elements: Air, Earth

Adjacent Creatures deal an additional 5 damage with attacks
Eehrin deals an additional 5 damage with attacks
Loyal - Unique

To discuss the card... Eehrin seems to be a bit an instructor to some of these weaker Overworlders but definitely not one to shy away from battle... 

As such, giving her an ability to support her fellow Overworlders could potentially be quite good on her. Placing her on the middle row with a Bronzeflight allows easy protection due to her fairly bulky presence, while still supporting the front row. 

I also felt that such a boost may be considered a tiny bit strong... Especially on guys like Maxxor, Protector of Perim... as such, we gave her a little vulnerability with the low energy so that she can be coded without too much effort.

That all being said - Eehrin is a nice alternative to Lomma, Desert Wanderer and can be considered. 

We hope you enjoyed Eehrin, The Combat Trainer!

Monday, October 12, 2015

9 Years Anniversary of Chaotic: Card Creation I

 Hello once again... and Wow! Has it really already been 9 Years?

 It's difficult to come up with a great special way to celebrate the 9 Years... So... to try and come up with something - I'll be bringing up some Chaotic Art you may/may not know about (1 per post) and perhaps some... fun Abilities/Stat.

Perhaps making these into cards and "proxy-ing" them may lead to some fun results hahaha!!

Without further ado!!


Ahnem
Mipedian Caretaker

Courage: 45
Power: 45
Wisdom: 75
Speed: 65
Energy: 30

Mugic Counters: 1
Elements: Earth

Expend Earth: You may return a Battlegear from your discard pile and equip it to a non-equipped Mipedian you control.

Unique - Loyal


 I think this is a fairly interesting concept idea to try out... The idea of constantly returning a Battlegear like Vial of Liquid Shroud or Nexus Fuse would make this guy a constant threat on the board. This is especially true in things such as Mipedians that rely on their Invisibility to make a devastating first strike...

His low energy is rather this Caretaker's downfall as you should find it fairly easily to burn through this guy. Even engaging him through regular Range/Swift tactics would be able to crush him easily.

Nonetheless, you should always be cautious of this little Caretaker... as a Battlegear returning constantly can mean devastating implications if not dealt with straight away!

What do you guys think of Ahnem? Too OP? Interesting? Let us Know!

Credit: Art by JayAxer.









Wednesday, November 12, 2014

Coding the Drome Part I.

Hey,

I obviously don't know how many of you are still out there or still hold a ant-bite amount of interest for the old game.

But for those who follow the Backup Forums:
http://chaoticbackup.forumotion.com/

There has been a spark of talk about the community wanting to re-create a World of Perim (3-D Adventure) or to re-create the Dromes. Now these are incredibly daunting tasks that had previously took a team of programmers to accomplish.

With no plans drawn up, I decided to spend some time with Unity3D to code up a storm across the holidays and see what I can get done/working and what... isn't so... easy to forge.

That being said - this blog will act as a "log" about the progress, setbacks and etc. faced when trying to code a Drome. :)

Day 1: Final Screen-Shot


That may be a tad small... But here was what was done in Day 1:
  • A 20-Card Attack Deck has been created. It is shuffled at the Start of the Game (Before Cards are dealt) and is re-shuffled when the deck is depleted.
  • 3 Attack Cards are drawn and deals Base Damage (The Stat Checks, Challenges and Elements work as intended.)
  • An attack card drawn replaces the previously used attack card.
  • Images was added to Attack Cards/Creatures for better Visibility
  • Stats (Not real stats but proxy stats) is implemented to test attack conditions and damaging the enemy (including elements)
This Drome (for now) will be built for 1v1 Apprentice mode (To be expanded later) and I have yet to code Battlegear or Locations (No I haven't forgotten).
Once I get those functions working, I can work on making it prettier :)

Peace
malcolm9/CounterGambit

Monday, March 31, 2014

Dread and Despair

Hey Guys,

Every month (as long as some interest remains) I will post up a post here to work hand-in-hand with the decks posted on "TradeCardsOnline" site.

This month's deck is... "Dread and Despair"


The Link to the Deck:
http://www.tradecardsonline.com/im/showDeck/deck_id/495349

123
45
6

1. Agitos, Eloquent Motivator - Gigantroper
2. Zamool, Lord Van Bloot's Enforcer - Sun Chariot of Kehn-sep
3. Chaor (Dawn of Perim) - Whepcrack
4. Ulmar, Perithon Racer - Bi-Mowercycle
5. Ulmar, Perithon Racer - Bi-Mowercycle
6. Kopond, High Muge of the Hearth - Mipedian Balladeer's Flute

Mugic
2x Canon of Casualty
2x Consuming Cacophony
1x Improvisational Melody
1x Roar of the Mob

*The attacks and locations may depend on personal preference and playstyle - A Power Stat deck is a strong variant however in the decklist above I went with a bit of Fire elemental attacks for a tad variation

 This is MY version of the classic Zamool Burn deck that almost every Underworld Player has a variant of. It's definately an all-in type of deck that abuses Zamool's ability to prevent the opponent from even attempting to stop it.
For those unfamiliar with the concept, Zamool must ALWAYS be involved in the First Battle, whether by Agitos, Eloquent Motivator's ability (Opponent's first) or simply attacking with Zamool. This locks the opponent from using mugic or activated abilities. This simply means you can cast any mugic you wish without fear of them denying the mugic.
As soon as Zamool is engaged, we can begin to distribute the damage in any way you see fit. In total, the MAXIMUM damage that can be done...
20 (From expending both Ulmar, PR's Fire)
40 (Consuming Cacophone 30 + 10 from Kopond's ability)
30 (Canon of Casualty 20 + 10 from Kopond's ability)
20 (Canon of Casualty)
30 (Consuming Cacophony)
__
140 damage excluding Improvisational Melody (Possible 20 damage from Kopond Cast) and Roar of the Mob

The 140 Damage should be plethora enough to wipe out at least a front-line creature (or two) or wipe a ton of the backline. Adding the fact that you've engaged a particular creature beforehand that you may not have used your burn mugic on, you could potentially wipe half the board with a single blow.

To talk a bit about Improvisational Melody - It's a mugic that could potentially cost 0 Mugic Counters (Should you have dealt 20 or more damage beforehand) that does 10 damage or 20 damage if cast by Kopond, HMotH - Thus I did not count it in the "Base Burn Damage"

Roar of the Mob is also a variable mugic dealing 10 damage per Counter on the Creature. Thus you would usually only want to cast this on a caster possibly a Najarin Fluidmorpher's Foe or a Karraba for instance. Again this number is variable and could change should you choose to cast it with Kopond.

=====================================================================

THINGS TO NOTE:
No, this deck isn't perfect - It's far from it.
In fact, this deck is all about that single moment where you burst everything down and bring their morale swooping down into a crash.
Before Zamool gets to attack, be warned they may burn your own creatures down! (If they're Underworlders' anyways)
This is a "All-In" deck, meaning there isn't much room for variation compared to other decks (in terms of playstyle). There's no defensive mechanisms like Bronzeflights or Weightless Energy Vessels.

However, this "All-In" playstyle is what I've come to love about *some* of the Underworlders, and I love the idea of a "Sink-or-Swim" method deck.

Hope you enjoyed! - Perhaps Give the deck a whirl

That's my deck! ;)

malcolm9



Thursday, November 21, 2013

Probably...

Hi guys,

Know how I typed (Probably) at the end of that last post? Yea... it just didn't work out... So here I am, at 2.40AM in the morning... where this card crept into my mind and just won't leave...

So which card is it?


















THAT ONE!!!! The first Silent Sands Ultra Rare I ever pulled.
I don't know if it's because I entered a deck-building competition (with some unusual rules) or just because I was thinking of creatures for a new deck.... But again, another underused card has entered the table.
So with 50 energy average, Enre-Hep isn't the most vulnerable muge to burn mugic. Neither does he have the most counters to cast mugic with - especially in a tribe already short on mugic counters.

So... Now on to the more interesting parts of this Ultra - how he gains 1 {} per 1 {} on Mipedians that hit your discard pile. This is once again - a simple example of the trickier Mipedian tactics. So he's a very sustainable card - ensuring no {} are ever wasted. This allows you to juggle counters to a safer muge, allows the usage of crazier tactics like sacrificing a Conjuror with Ravita Flower to provide Counters for Enre-Hep's benefit. Nourishing Nocturne sacrificing Minions to ensure a won battle, can provide counters to Enre-Hep.
All these crazy tactics will/and can ensure that Enre-Hep is the only muge you need.

His second one, is another one of those "more unique" abilities - Target Creature GAINS recklessness 5. So... basically you could give this to a Warbeast and let him Slashclaw/Harnessed Rage for extra damage. You could stack this onto the enemy creature and make him hurt himself a lot more than he hurts you. It seems very insignificant but it hides a darker threat. With 3 Counters on Enre-Hep, Recklessness 15 can be applied to your opponent, pair this with invisibility strikers with Invis 10 onwards, and that's a guaranteed 25 damage on them - counting the attack damage you will deal + the fact he MAY have to use 2 attacks to finish you. This ability can become very scary, very quickly. Combine this with the first ability and you can swiftly see that this card is truly deserving to become the future High Muge of the Mipedians.

With a mindset to help sustain the Mipedian's mugical side and having the ability to both torture your enemies and strengthen your beasts - Enre-Hep is one of the few Mipedian muges that aren't commonly played - but still needs your attention when seen in battle.

Monday, October 28, 2013

The Final Post (Probably)

 As you all are probably aware, Chaotic TCG has finally bit the dust (with some random re-direction to blame some CEOs lol). Everyone has pretty much seen it coming (by this point) and hoped this day would never come - but it has.
Yes, KODO studios has apparently picked up the game - but their more interested in endorsing Angry Birds Merchandise (like half the world's companies) and some random zombie game :S.
Since Everyone pretty much already moved on from the game we call Chaotic. I just like to thank all that read this blog at any point. Obviously when this started, it was more for me to record my ideas etc.
But yea, I gained some friends doin' this - and it was cool. Wish the game could've lasted longer. But things happen - mainly 4Kids.
So...

I wish you all the best! Remember the game; enjoy life and yeaa...

malcolm9

Friday, December 23, 2011

Seasons Greetings!

Hello to Everyone and of course, a Merry Christmas to all of you!
I'm malcolm9 on the chaotic forums and the owner of this Chaotic: Down Under Blog.
Firstly, allow me to apologize for the horrible coloring of the banner and the colour-clash etc. I currently have changed laptops and temporarily do not have access to any awesome Macromedia Fireworks etc. to create a spectacular banner, needless to say time!

Now, It is Christmas!!! And its a time of getting together with all our family members over the fireplace, a nice  cup of steaming cocoa in your hand (unless of course, you're in Australia (which you should be)). In Australia, its off to the sunny beach to kick up your feet in the sand, unless its terribly rainy like it is in Brisbane.

In Chaotic, not many creatures look ready to celebrate Christmas but pulling up a Blugon, Winter Warrior. I paired him up with Klencka, Avenger and Gan'Nim for one of the most forgotten decks in the game. 3v3 Masters.


What are we looking at... Well, it's a masters deck ***cough*** with 2 Mugic Counters obviously going to be used for Blugon's ability for powering up a Klencka. The actual deck's structure would be...

Operation: Save Christmas
12
3

1. Gan'nim - Kha'rall Amber Shard
2. Klencka, Avenger - Olkiex Apron (Of course, feel free to substitute)
3. Blugon, Winter Warrior - Mipedian Balladeer's Flute

Personally, I don't think Blugon is easily burnt with 3 mugics, I mean don't get me wrong... It IS possible but generally not done commonly (then again when do you play 3v3 masters on a regular basis). And the extra counter on Blugon allows him to cast the *cough* cheap denial mugic owned by the Overworlders or even healing mugic. Generally in 3v3 Masters, I don't really like to put denial mugic as say... both players use 1 denial mugic each (pretty standard), when one player cast a denial, the other would cast a denial and the first player ultimately loses... So either run 2 or no denial mugic at all... And of course, 2 denial mugic would be a terrible waste of cards, unless your deck is set up in a particular fashion.

Klencka, Avenger has this incredible ability allowing you to gain energy EQUAL to the first attack it deals. Setting up for a very nice Invisibility Strike, Blugon combination. However in this 3v3 set-up, we'll be content with Blugon. His High Courage, Earth and Water Element gives him, versatility in attacking options allowing of course as high as possible damage output on the first or maybe second strike. You could slot anything on him on Xerium to Vial of Liquid Thought to work out a strategy.

Gan'nim, is of course, a Kha'rall and what does anybody who played Chaotic put on a Kha'rall? That's right a Shard. Which shard works best on Gan'nim? It's the Amber Shard WHICH coincidentally provides Defender: Minion. Blugon, our supporter and ideally non-combatant is a Minion so... that slots in quite nicely! What else is compatible with Gan'nim... We've got High Courage, Earth and Water Element... hmm this is sounding familiar... BUT with the extra bonus of dealing 10 damage to an opposing creature that fails a challenge or check with teh big guy. It's an interesting ability which works well with Phobia Plates but JUST for the extra consistency this time round, I'll go with Amber.

Anyways, that's a combo, I'm building on slowly throughout the whole Christmas. Once again, wish you guys a safe and joyful Christmas and See ya'all in the New Year!

Monday, December 5, 2011

Hopeful

Hey Guys,
It has been a while since I posted... But the spitting image we should all have seen
Does this possibly mean Chaotic is coming back? Does it mean Chaotic is finally shutting down? Only time will tell on this one!

Wednesday, September 14, 2011

Wow, A Month Already?

Time really flies whilst you're having exams! Oh well, here's a combination I found whilst building one my Underworld Decks... Hope you find it useful! Also the Danian Infection Series will continue soon =D!

So, we all know, The Training Grounds and how we yell and scream when we pull it instead of one of the much better Ultra Creatures out there... But with a dude like Chaor, with a somewhat high-costing ability with a capability to win, this magical location grows in usefulness. Getting 3 Whole Counters for winning a battle, and winning a battle is no issue with this leader of the Underworld. With all the Underworld damaging-mugic there are roaming around, there's always a need for some extra counters. Fuse this with Castle Bodhran and some great location-controlling mugic like Song of Futuresight, and you've got this barrage of damaging mugic coming your opponent's way.
Anyways, in a Chaotic Crellen Match... So... See ya next time!

Tuesday, August 23, 2011

Defenders Of The Queen!

Welcome to another Chaotic: Down Under Blog Post, I am your host - and blah blah blah xD! Now we move on to the Danian decks, an area which unfortunately I do not excel in hahaha! However, I will do my best and present to you, the first of the three Danian Deck - Defenders of the Queen

IMAGE DONE ON MICROSOFT PAINT -- POWER TO THE CLASSICS!
Defenders of the Queen!
123
45
6
1. Makanaz - Skeletal Steed
2. Ivelaan - Mipedian Balladeer's Flute
3. Makanaz -  Skeletal Steed
4. Mhein - Xerium Armour/Varanohs
5. Mhein - Varanohs
6. Illexia, The Danian Queen - Weightless Energy Vessel

Revival Variation

1. Makanaz - Skeletal Steed
2. Ivelaan - Mipedian Balladeer's Flute
3. Makanaz -  Skeletal Steed
4. Mhein - Talisman of the Mandiblor
5. Mhein - Talisman of the Mandiblor
6. Illexia, The Danian Queen - Weightless Energy Vessel

Mugic
1x Ode of Obscurity
1x Strain of Infection
1x Song of Symmetry/Song of Futuresight
2x Cadence Clash
1x Refrain of Denial (Danian Version)

Attacks
1x Primal Smash
1x Landgore
2x Rustoxic
2x Daunting Bravery
2x Geyser Gush
2x Twister of the Elements
1x Supercooled Rain
1x Terrantula Tackle
2x Earth Pulse
2x Shadow Strike
2x Aftermath Feint
2x Sunder Ground

Locations
2x Mipedim Mirage
2x Dranakis Threshold
1x Foothold Assault Trench
1x Open Doors of the Deepmines
2x Pouril Forest
2x Rock River Canyon
Revival Variation is suggested to implement 2x Bodal's Arsenal


So guys, here is a very standardized Danian deck, pretty symmetrical especially our front-line of compost warriors. Makanaz guarding left and right with an aggressive threat of leaping over and taking them down especially with Pouril Forest rendering Defender useless. Of course, if you decided to go with Varanohs and Song of Futuresight, Pouril Forest and taking out their support can be quite easy. Our good friend Ivelaan is also in the middle kinda as a last line of defense before Mheins have to step in.
Once our frontal wall has been breached, it's time to launch into offensive attacks with Mhein, with attacks like Supercooled Rain and Terrantula Tackle, your opponent will be stripped of both mugic counters and battlegear. Their ability also kicks in allowing them to tap into additional strength for extra power.
The Queen, herself if the treasure trove, the mother-load, our one and only muge! Her abilities are plenty to keep her alive and although she begins with 2 counters, I suspect she'll have enough to cover any mugic you require in the near future...
The game sets up with Ivelaan sacrificing his Mipedian Balladeer's Flute and casting Ode of Obscurity to infect 3 Creatures with Illexia defending with her own denial mugic. With 3 Creatures infected (Preferably front-row), Illexia can gather more counters and we can cast Strain of Infection if and when wished. This deck prefers to be uninterrupted by petty annoyances and so we have included a lot of denial mugic, supercooled rain and even Dranakis Threshold to stop them from playing their annoying little tricks. This makes the game similar to Apprentice except the way the Danians are set-up, it begins to be pretty intimidating...
Finally, the Revival Variation, while I was building this deck, I looked over Talisman of the Mandiblor and gave me an idea for a Revival Variation which generally involved sacrificing Mhein, to bring back Mhein again (assuming 1 Mhein is coded). Then cycling Bodal's Arsenal thru attacks like Flashkick (Not included in build) and mugic like Song of Futuresight and bring back Talisman of Mandiblor to revive AGAIN! Of course, sacrificing Mhein takes place just as he is about to be coded.
Well, Thanks for checkin it out!




Saturday, August 20, 2011

March of the Tribes - Stabilizers!

Welcome to the latest installment of the March of the Tribes series presented by Chaotic: Down Under. Last time, the Danian's unique ability and a standard danian was shown and today we focus on their mugic, abilities and other "kooky", buggy facts...
The Underworlders have their infamous Canon of Casualty, the Mipedians has their even more infamous Melody of Mirage... And Danian's trademark mugic? Song of Symmetry. This mugic is the perfect example of the way Danians play. With Balance. While the Underworld bombards their enemies with relentless attacks and the Overworld constantly healing their attacks, Danians come in between them and offers probably the smartest solution... to have both! To be honest, I like Song of Symmetry better than both Canon of Casualty and Song of Resurgence but then again, it's just me...
Yes, that's my online Lore's stats and I love him to bits xD, Anyways, not just mugic shows that the Danians are all about stability, the creatures also present the danian's love for balance. Lore, Ancestral Caller - Heal 5 and deal 5, Makanaz, if he dies, you gain 15 energy, Illexia, if one of your Mandiblor dies, she gains a counter. BALANCE BALANCE BALANCE. Their so stable that it's hard to pinpoint a direct weakness! Underworlders focus on attacking and defensive/healing capabilities are weak and the Overworld doesn't pack much of a punch until the battle is kinda finishing.
Guess another thing Danians love doing and do better than any other tribe... That's right, strengthening and supporting their own troops. Like insects, they rapidly grow in strength based on their numbers. Dubin gains energy for an infected Creature, Aureban gains energy for more infected Creatures and Nimmei... Period... Good Ol' Nimmei becomes pretty sick if your opponent has an army full of infected Creatures... The Danians are simply the BEST and I mean better-than-Overworld best at supporting each other!

So... to sum up everything, The Danians builds up and strengthens their numbers and with it themselves and plays a nice solid Balanced play. The most stable tribe to play out of all the tribes in Perim.
Next Time...
Danian Feature Deck 1#: Defenders of the Queen

Wednesday, August 17, 2011

March of the Tribes - A New Hive!

Welcome to Chaotic: Down Under, temporarily infected by the Danians which apparently is the tribe next on the March of the Tribes series!
The Danians
One of the 4 classic tribes of Perim and the most underused of all the tribes in Perim... It's a sad fact, do people really hate "bugs" that much? xD!
Is there such a thing as a classic Danian? It would probably be one of these littl' critters.
I just love Dawn of Perim Classics, don't you xD! Ibiaan is who I chose to represent a "classic" danian. So, Ibiaan is a Mandiblor, these guys are like the worker ants of the hive and work together to increase their overall strength, take a look at Ibiaan's ability for an example. Next thing flashy about Ibiaan is the typical Earth element. Of all the tribes, Danians specialize in earth attacks which is fairly common to see, their secondary element is water such as Nimmei. Next is the Danian's most common unique ability: Hive. You'll see the word, "Hive", a lot in Danian Cards and most people think it is the most annoying since sliced cheese. A player needs to activate Hive via mugic or an ability to even use some of the Danian's greatest abilities and this is one of the reasons why Danians aren't widely played I assume... But then again, ever since Turn of the Tide, this danian below came out....

Elna...Elna...Elna, this guys solved the Hive problems the Danians had, and also allows me to introduce the next unique Danian ability - Compost. Compost is such a unique and powerful skill that so many players make a Danian deck just for it! I won't go much into a detail but basically its when if a creature gets destroyed like Elna, you get a particular boost for your army! That way, if a compost mandiblor falls like Elna, you lose some boost with danians such as Ibiaan above (+5 per Mandiblor) however, you gain some compensation!

Anyone recognize one of your favorite creatures there? How did they get all bug-like and part of the most unpopular tribe in all of Perim? It's due to the 3rd unique ability the Danian possesses. Infection. It basically makes the Danian Tribe all the more stronger as every and I mean EVERY infected creature counts as a Mandiblor to abilities. This means creatures that gain 5 energy per Mandiblor you control and Infected Creature your opponent controls. This leaves a maximum energy gain of 6+6 = 12 * 5 = 60 Energy boost via a single ability. Pretty insane... In addition, Danians abuse this infection system with locations and mugic like Strain of Infection and Infectorium which deals 15 damage to Infected Creatures as a location ability!!!

So, now you know a bit of the Danians unique abilities they have up to offer, Prepare to be enlightened by their stable mugic, locations and other itsy-bitsie stuff

Hail Illexia, The Danian Queen!
Hail Azil, The Danian Queen!

Sunday, July 10, 2011

Sample Deck 3: All the Forces Under the Sun.

Welcome people, to the ultimate finale of the Mipedian review. We talked about Warbeast, tricky tactics yadda yadda yadda, now we move into a Mipedian deck called All the Forces Under the Sun.

All the Forces Under the Sun!
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1. Iflar, The Crown Prince - Xerium Armour/Torwegg  --- (Zhade Digsite Defender)
2. Blazvatan, The Epic Warbeast - Scarab of Khilai
3. Zhade, Digsite Defender - Torwegg
4. Headmaster Ankhyja, Seeker of the Art - Bronzeflight
5. Owayki - Bi-Mowercycle
6. Savell - Ravita Flower

Mugic
1x Gear Glissando
1x Armament Adagio
1x Melodic Might
1x Cadence Clash
1x Trills of Dimunition
1x Melody of Mirage

Attacks
1x Turbulence Funnel
2x Vacuum Hemisphere
2x Airsault
2x Atmosphere
2x Marksmen Prep.
2x Poison Sphere
2x Funnel Blast
1x Gear Grind
1x Blind Fury
1x Primal Smash
2x Timeslow
2x Aftermath Feint

Locations
2x Mipedim Mirage
2x Mipedian Oasis
2x Storm Tunnel
2x Crystal Cave
1x Prexxor Chasm, The Blight
1x Vidav Refectorium

This deck showcases the Mipedians - both Warbeasts and their sneaky strikers. No surprise though. I spread out their mugical variety and choices. We've got 2 invisibility strike 20+ in our frontline, we've got a terribly strong Warbeast up front, supported by but a measly conjurer. Nothing really to say, use Melodic Might to quickly shuffle through your 0s, to "Strike Hard, Strike Fast, Strike Fast", Gear Glissando and Armament Adagio to randomly destroy your opponent's long time plans. Trills of Dimunition to render Ultra Rares useless - As I have said what is Chaor, The Fierce without his Fire 10? 1 Melody of Mirage of course, standard typical stuff. Use them carefully as you've only got 1 of each so resourcefully can annoy opponents and throw them off their game - (playing the psychological game as its called). Can't really say much as the deck is smackbang obvious with the mugic choices being a bit... unexpected and disruptive. For further disruption, you've got attacks like Vacuum Hemisphere which removes Earth Element. You should also be able to notice the Mippedian's infamous range and swift making it in the deck (Bi-Mowercycle) to give Blazvatan extra ground to cover. So yea, next time the Danians.

Friday, July 8, 2011

Sample Deck 2: Earth-Shatterers!

Welcome yet again, to the Chaotic Down Under Blog. We are continuing our Tribe reviews by continuing the second of the three Mipedian Sample Decks. So... here I present the deck - Earth-Shatterers - Full Force ahead, no thought of their own self. Why? 'Cause they can shatter the EARTH itself!! That's why!

Earth-Shatterers.

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1. Gintanai, The Forgotten - Double-Edge
2. Blazvatan, Epic Warbeast - Double-Edge
3. Kileron, Warbeast of the DustStorm - Warbeast Power Leash
4. Headmaster Ankhyja, SotA - Bronzeflight
5. Ranun - Ravita Flower
6. Savell - Mipedian Balladeer's Flute

Mugic
1x Gear Glissando
1x Melody of Mirage
1x Armament Adagio
1x Trills of Dimunition
2x Cadence Clash

Attacks
2x Turbulence Funnel (6/2)
2x Airsault (8/4)
2x Aftermath Feint (8/6)
2x Airize (8/8)
2x Whirling Wail (14/10)
2x Radical Iceballs (16/12)
1x Primal Smash (17/13)
1x Gear Grind (18/14)
2x Earth Pulse (20/16)
2x Velocitrap (20/18)
2x Hurlicane (20/20)

Locations
2x Storm Tunnel
2x Crystal Cave
2x Mipedim Mirage
2x Mipedian Oasis
2x Sands of the Unseen

Here's another 15 minutes deck, Earth-Shatterers. Simply made to present to you the utter destructive power of the Warbeasts. Our front-line creatures would frighten and intimidate even the strongest players. Blazvatan, The Epic Warbeast (As he is known), Kileron, Warbeast of the Duststorm and Gintanai, The Forgotten. All with Air 5, Earth 5 for maximum elemental damage (Gintanai has Air 10, Earth 10) and is a simple beautiful representation of their destructive power. Let's go through each other individually, Gintanai. I have went through the forgotten warbeast countless times. In this deck, you've got sacrificing Ranun, you could sacrifice Headmaster Ankhyja or even sacrifice Kileron if not against a compost deck. But like all sacrificing things. It comes with the situation you are faced with. Aside the sacrificial ability, his Air 10, Earth 10 is simply devastating. Not forgetting a 50 damage whirling wail + opponent's not able to play mugic cards. Now moving on to Blazvatan, The Epic Warbeast. He is truly an epic warbeast, with a maximum energy of 70 combined with healing capabilities of Ranun, Air 5, Earth 5. The epic Warbeast's statistics is also amazingly high... Maxxor's courage pales in comparism. Now, shall we continue on to Kileron, Warbeast of the Duststorm. His conjured duststorm prevents composts decks from making any use, definately a useful asset. His Earth 5, Air 5 is no simple deed either. So... Ranun now, he's your healer, Headmaster Ankhyja protects your Warbeast and Conjurors from mugic and Savell just stops every single bit of recklessness from all 3 of your front-line warriors. Our mugic choices as you see, is very VERY erm... wide... I chose a wide variety to fit in as many situations as possible whilst retaining some of the tricky mugic the Mipedians are simply famous for. So... I hope you see the destructive raw power of the Warbeasts, Insane Damage and their protection is from but a single conjuror.
Enjoy!

Saturday, July 2, 2011

Sample Deck 1: Desert-Strikers

This deck is purely created for the purpose of proving the Mipedian's sneaky, sly and tricky tactics against their various opponents. I do not recommend slotting this deck into an army for competitive play of any kind without first upgrading this army - Which I probably will do in the near-future.

With all that technical wish-wash up there... I present to you a deck I made in 20 minutes proving the effectiveness of tricky tactics - Desert-Strikers
Deck List
Creatures/Battlegear
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1. Xelfe - Stone-Mail
2. Iflar, The Crown Prince - Aerodrone
3. Zhade, Digsite Defender - Aegis Wings of Attraction
4. Headmaster Ankhyja, Seeker of the Art - Bronzeflight
5. Dakkamal, Melee Trainer - Mipedian Balladeer's Flute
6. Ubliqun - Sandstorm Shroud

Attacks
2x Aftermath Feint
2x Airsault
2x Atmosphere
2x Gear Grind
2x Funnel Blast
2x Marksmen Preparation
1x Primal Smash
2x Poison Sphere
2x Vacuum Hemisphere
1x Turbulence Funnel
2x TimeSlow

Mugic
1x Armament Adagio
1x Mugic that gives Air, There's Loads,,, so your choice - Howl of the Wind is mine.
2x Gear Glissando
1x Song of Translocation
1x Trills of Dimunition

Locations
2x Pouril Forest
2x Crystal Cave
2x Mipedim Mirage
2x Mipedian Oasis
1x Prexxor Chasm, The Blight
1x Vidav Refectorium

Now If I wanted to go for my typical Mipedian Strike decks, I would have. But just wanted to show-off how easy it is to make a simple Mipedian deck involving what their made to do. Tricky Stuff. So... Obviously, I highlighted Ubliqun, a highly unused Dawn of Perim Rare Card with one of the most unique ability in the game. He can move into ANY and yes I mean ANY space on the board. Yes, it can be stopped by defender which in most decks is provided by a Bronzeflight which in that case all we have to do if a simple Gear Glissando and start taking their decks back from their support. We can also cast Gear Glissando to flip Ubliqun's gear up to get Air and not be burnt. So many movement tactics just from this one card. Now Zhade's battlegear needs to be flipped up. It's an Aegal Wings of Attraction and makes the opponent attack Zhade if they can. This is just letting us put Xelfe up front if we ever wanted to. Dakkamal is there just for the strike reasons, Ubliqun gets strike, Zhade gets strike, cast some fanciful mugic.
I don't really have to get into the real strategy behind the deck as just by looking at the creatures and battlegear it's fairly standardized.
Attacks shall remain undiscussed and also just to mention Iflar's Aerodrone cycles through the attack deck quickly allowing you to get Marksman Preperation up and have total control of your attack deck for your first strike. Before the Storm is a possible option which I'm not putting in but suggesting you do if you ever improve this.
Mugics is where the tactics come in. Armament Adagio is simply THE single most annoying mugic in the game. It changes two gears of your choice as long as it is the same player. Try swapping Xerium Armor from a front warrior to a Bronzeflight from a mid-rank character. Try swapping shards with a battlegear from a fluidmorpher. Try swapping Zhade's Aegal Wings of Attraction for a StoneMail when worse comes to worse. The combinations go on and on... This common mugic if used correctly can be waay more punishing than a rare melody of mirage. Gear Glissando allows you to flip up OR down a gear, fantastic flexible common mugic. With Ubliqun and Xelfe in your army, your opponent is probably going to be a bit isolated with you bouncing here and there which is where song of translocation comes in handy to make use of those spare spaces. Simply bounce any one of your Mipedians into that spare slot and start a war from there. Also keep in mind that Iflar is non-bounceable.
Trills of Dimunition. Period. This is another truly disastrous card. What is Chaor, The Fierce without his Fire 10, What is a Mipedian without Invisibility. What is this without that. A question heavily asked. This mugic is definately a very strong mugic to have in your hand.
Erm locations are pretty standard, stop defender, charge in with Ubliqun and Zhade, etc, etc. Prexxor Chasm, Blight for easy kills, you've got Mipedim Mirage, blah blah all that useful jab. So this is a position attacking deck. Not bad for 20 minutes but... yea... can be improved massive like take out Iflar for a Mipedian like Khenti that can be bounced. So... don't forget these tricky tactics alongside your classic strike decks. Here's one last tip (Ubliqun + Dakkamal/Mudeenu, COTG + Owayki = DOMINATION)
Cyaz

Friday, July 1, 2011

March of the Tribes - Trembling Earthquakes!

Here, we continue the segments of the Mipedian Review with the second and last part of the Mipedians - The Great Warbeasts!
The Mipedians
Introduced in Silent Sands, these magnificent creatures rounds up the second half of the Mipedians. The exiled Conjurers and Warbeasts. Both of these creatures were deemed too dangerous to be used by the Mipedians such as the famous heated rivalry between Sobtjek and Drimesse. But without too much delay, let's go into the Warbeasts
Like always, I find an as close as possible representation of the type of Creature. In this case, it's Uboraan. Warbeasts are great destroyers that generally have both of the Mipedians signature elements - Air and Earth. Amazing Energy, nice statistics and interesting abilities that simply make them stand out as an indestructible beasts. And of course, most warbeasts have recklessness to balance the battle which creates the fear the Mipedians have of using them. *Shiver*
How on earth can the Mipedians counter this recklessness? Looks like we have to rely on the conjurers of the Warbeasts like Ranun here. Ranun is a great example of a typical conjuror, generally defenceless, low energy, low stats and has an ability of reduce the Warbeast's recklessness. Conjuror's mugic counters are generally high (Which can be boosted by Ravita Flower) to act as muges and casters to further balance the deck. But of course, this creates a weakness in the typical warbeasts decks. You've got the weak defenseless conjurors and the the strong almighty warbeasts up front. Easiest way to stop this? Range + Swift. To counter this, the conjurers have created a massive creature - Gaffat-Ra.
Warbeasts are heavy tank destroyers. They're the Mipedians long term battlers in a sense. While Warbeasts dream of roaming free destroying everything in their sights, we cannot allow that and bring in the comparatively weak Conjurors. Their strengths are the Warbeast's insane stats, energy and elements. Their weaknesses is the weak conjurors. Warbeast decks are pretty straightforward and simple so there isn't much I have to say =D. To counter this weakness, Chaotic has supplied both bronzeflight and Gaffat-Ra to our assistance. From here let us destroy the Chaotic World with the WARBEASTS!!!
Next time: Sample Mipedians Decks >> Desert-Strikers, Earth-Shatterers and All the Forces Under the Sun decks.