Sunday, September 5, 2010

The Tribal Wheel 3.0: Overworld

Out of anythingI have ever written, by FAR the favorite has been the Color Wheel. Since I completely ripped off the idea from Mark Rosewater and Magic the Gathering, I don’t deserve too much credit. So I will be posting five short articles for each tribe with an added deck loyal to the values of the tribe.

What is the Overworld known for?

High Wisdom: Although this isn’t set in stone in every situation, but Overworld’s main stat is wisdom and its main element is water.

High Mugic Counters: No tribe can match the Overworld in terms of raw mugic ability. They have the more creatures with 2 and 3 mugic counters than any other tribe.

Healing: No one can compete with the amount of healing mugic and abilities that the Overworld has. From Song of Resurgence to Donmar, Tablet Translator, healing is what makes the Overworld the Overworld.

Elements: Each tribe has two or three elements that it focuses on mostly, and the Overworld is no exception, but you cannot overlook its focus on elementalists and element gain. too

Support X: Support X is an ability that is chiefly tied to Overworlders. Although there aren’t that many creatures with support nowadays, it has still been unique to the Overworld.

Counter Mugic: Every tribe has some way to deal with mugic and abilities, but Overworld has more counter mugic than anyone else.

Mugic Recycle: Two incarnations of Najarin and Mugic Reprise, make the Overworld is great at letting you reuse your mugic.

Reduce Damage: Although Mipedians are the king at reducing attacks, and reflecting them as well as mugic, Overworld does have a trend of reducing damage to their creatures. Symphany of Shielding, Lomma and Illiar all reduce damage.

Stat Reset: Less of a huge theme and more of a quirk, a couple creatures have the ability to reset either their own stats or elements to their scanned values.

Even though the Overworld may not have a monopoly on all of these abilities, they all make up a common theme. Each one of these abilities is insignificant while by itself, but when put together, they begin to create the Overworld’s identity as a tribe.

Overworlders Are Survivors

Above all things, Overworlders are survivors. Their most prominent ability is healing. If a creature is hurt, they will be healed. One huge strategy that is often used is to simply outlast your opponent. If your are against someone who is playing Overworld, chances are that the battle won’t end as soon as you would like, because their creatures are going to last much longer than what their scanned energies would tell you. With the ability to bring back their mugic in combination with their high mugic counters, Overworlders are in it for the long haul.

Overworlders Believe in Unity

This shouldn’t be too much of a surprise for most of you. Overworld has a large portion of creatures whose sole purpose is to help other creatures. I doubt Donmar, Tablet Translator will be using his ability to heal himself as much as he heals all of his allied creatures around him. The Support ability encourages teamwork between your creatures. Keep them together, and as a group you will be stronger that the sum or your parts. If we go all the way back to the Dawn of Perim Block, I’d like to bring up both Raznus and Kinnianne, the Ambassadors to the Danian and Mipedian tribes. The Overworld knows a thing or two about Diplomacy. Overworlders are firm believers in the united we stand, divided we fall mentality.

Overworlders Are a Defensive Tribe

After looking through all of this tribes mugic, I noticed that there isn’t a single purely offensive mugic out of any of them. In fact, only two could deal damage to an opposing creature, and one gave you the option to heal your creature instead! The other, much more famous mugic card is Rhyme of the Reckless. This card is by far one of the strongest mugic for dealing damage to your opponent at a low cost, but it isn’t an offensive card. You need to be attacked first. You aren’t allowed to take action to deal damage to your opponent first with this card. You will also see a couple of cards that only effect your opponent’s creatures if they are on your side of the battleboard. Cards like Hornsabre and Korg emphasize the Overworld’s desire to be defensive.

1 2 3

4 5

6

1. Najarin, High Muge of the Lake/Mipedian Balladeer’s Flute

2. Maxxor, Protector of Perim/Orchis Undin

3. Tangath Toborn, In Training/Citadel Fragments

4. Lomma, Desert Wanderer/ Sun Chariot of Kehn-Sep

5. Karraba/Mipedian Balladeer’s Flute

6. Karraba/Weightless Energy Vessle

Mugic:

2x Refrain of Denial

2x Rhyme of the Reckless

2x Symphony of Shielding

Locations:

2x Castle Momark

2x Kaizeph, City of the Elements

2x Riverlands

2x The Darkened Dunes

2x The Rao'Pa Sahkk Chimegrid

Attacks:

2x Powercut

2x Quick Exit

2x Shadow Strike

2x Elemental Oxidation

2x Force Balls

2x Purifying Mud

2x Rustoxic

1x Primal Smash

1x Thermal Ring

2x Directed Bravery

2x Retaliatory Strike

I tried to keep this deck within the themes of the Overworld that we went over in this article. You have a lot of healing in this deck that you can use to keep Maxxor alive, and even if he falls you can bring him back with Castle Momark.

You should attack with Maxxor early on in the game. It’s as simple as that. He’s your best fighter, and keeping him alive and the combat long will give you a leg up. You can use Symphony of Shielding and Refrain of Denial to help Maxxor and your mugic casters last longer. You may have Najarin on the front lines, so you’ll need to make use of Lomma’s defender. Keeping her alive to protect Karraba and Najarin is a must.

Outside of that, there isn’t much more to this deck. Make sure you keep combats as drawn out as you can while Maxxor is engaged and remember to use the Mipedian Balladeer’s Flutes with Karraba and Najarin!

Friday, September 3, 2010

Challengers!

Hey guys! I just built a new fun deck that I want to play people with. Since everyone has collections of different sizes, I think that a fun way to get the creative juices flowing is to make a deck that is nothing but commons and uncommons and 6v6masters. So, if you build a deck that is nothing but commons and uncommons, or already have one, let's play a game!

Thursday, September 2, 2010

I'll be posting the From the Gauntlets soon

I have a couple already written up and as you know, I have been waiting on something from blarg which we just can't seem to get figured out :P. I'll be posting them soon (monday at the latest) even if we can't get the last thing settled.

Tuesday, August 31, 2010

Why Chaotic (and other games) Are Important

"Games are important. Games matter. When you play a game - any game - you’re using your imagination to bring a world to life, and that’s truly special, because while all destruction is essentially the same, when you create something, it’s different every single time. When you create something together, you’re building bonds with your fellow gamers that could last for your entire lives." -Wil Wheaton (click here for a link to his blog post)

I started this blog post off by stealing a quote from Wil Wheaton, a famous actor who starred in Star Trek: The Next Generation. Although he was talking about role-playing games, it still holds a lot of weight when you use it to talk about trading card games like Chaotic. When people not familiar with trading card games looks at Maxxor card, to them, it looks no different from a Chaor or even Bodal. But to us, we not only see the words printed in the card, but we also see how cards interact with one another in the giant exchange of ideas that we call the metagame.

Most people don't bother to understand trading card games, and often lump them together with a standard 52 card deck which already has that connection to gambling. And for that reason, most school ban cards from class without understanding what they really are.

Chaotic Inspires Creativity
When you build your own deck, or come up with your own combos, you are being creative. Einstein was a firm believer that creativity is more important than knowledge. It doesn't matter if you know every card, if you have no imagination, you will never be able to make your own deck, or even put your own twist on existing decks. Imagination is the ability to think or something that no one else has thought of before. Education focuses so much on learning that they forget that creativity and imagination are just as important for whatever you choose to do with your life after you finish school. Chaotic not only encourages this, but teaches it to you as well.

Chaotic Teaches Problem Solving
The game of Chaotic is a huge game of tactics. In the beginning of the game, you are given a very fixed amount of resources (Creatures, battlegear, mugic and a 20 build point attack deck). The winner of the game is the person who can best utilize their own resources while, at the same time, remove the resources of their opponent. In order to master the game, players need to looks at every situation and determine whether or not casting a mugic now will benefit them more than if they save it for later. Do you want to cast Song of Resurgence to save your Tangath Toborn, or do you want to save it so you can heal your Maxxor for a bigger fight in hopes that the mugic will give you the win.

Chaotic Helps You Become More Adaptive
One very important and trademark quality of trading card games is the adaption of random chance in game play. Things change. Often. If you have this great and amazing strategy that you think is unbeatable, but your opponent plays a move that you weren't expecting at all, if you want to still salvage a win out of the game, you need to be ready to make quick and tough decisions on the fly. If I've learned anything from playing chaotic, it's that players will often think of things that you aren't ready for. Even if you are surprised, it isn't the end of the game. You can think of a way to win. There is always a way to win if you look hard enough.

Chaotic Encourages Players to Interact with One Another
Do you know how many people became friends because of this game? How people, separated by hundreds of miles and sometimes sharing nothing other than this game have come together and become friends. Do you know how many facebook friends invites I have received? (Sorry, but I'm not accepting anyone else right now) The chaotic forums has so many posts each and every day of people talking in open discussion about this game. That is interaction. People are sharing ideas and improving on one another strategies. I suppose I could have also labeled this section 'Chaotic Encourages Teamwork'.

Final Thoughts
I have thought about writing a small piece like this (rough and unedited as it my be) about a game that does mean a good deal to me. People see games and disregards them without much though. In reality, they should see games and understand their value. There is a lot to say about the importance of games as a whole, and Chaotic is a very big part of that.

Monday, August 30, 2010

New Benchmark

We are approaching a new benchmark on my blog. We are only about 9000 hits away from reaching 300,000 views of my blog! Like with all of the other big numbers, I'll be giving away a free ultra rare card to whomever gives me a screen shot of the 300,000th hit counter to me in my PM box back at chaoticgame.com FIRST. Since there is a little delay with people viewing my blog and the counter going up, there is a chance that more than one of you will see the 300,000 marker, but I'll probably do a raffle for another card for anyone else who sees it.

Until then, stay Chaotic!

Sunday, August 29, 2010

Card of the Week: Uksum!

Uksum!

Uksum is one of my favorite creatures that came out of Forged Unity, and that's saying a lot compared to some of the amazing cards that were in the set.

Even though he has a low scanned energy, he can easily have a higher energy than any of the creatures in your army. If you put him in an Army of nothing but high energy creatures, you can easily get his energy up to 90 or 100, but the fun doesn't end there. One VERY important thing to remember about Uksum is that his scanned energy tops out at 25, which means you can cast Melody of the Meek and make him last 9 attacks guaranteed. And I have more, give him a Kha'rall Husk Armor and you're looking at a 140 energy creature who can't take more than 10 points of damage from any source, mugic or attack. A combo like this can shut down decks that rely on high damage dealing attacks, invisibility strike decks, but sadly not burn decks. Unless you can stop your opponent from dealing even small amounts of damage to him before he sees combat, he isn't going to last that long.

You can use these same combos with his brainwashed side. He's a 65 energy Kha'rall who can't be burned as easily, and you can still give him the 50 energy boost from the Husk Armor and combo Melody of the Meek. You can even give him a shard to give him another element and defender to help our the rest of your team. Even though you can't get his energy as high as you could with hie first ability, you are more more adaptable with his battlegear choices of lower energy creatures.

Rate out of five!

Saturday, August 28, 2010

Twitter

So I'm relaunching my twitter account so you guys can follow me from day to day on my progress on gauntlets and other various whatnot.

twitter.com/occasus