Article:
Building A Deck In A Chaotic World

Written By: Michael Lum
Date: 14 Feb 2010

 



Chaotic (TC Digital Publishing) is a unique CCG in the fact that you need to consider three different things when you go to construct your deck – you’re actually building an army, a location deck, and an attack deck. For most beginners, this can be a daunting task. That’s where this article comes in – I’ll give you some basic construction advice step by step. As this is meant for beginners, we’ll ignore the special abilities on cards – different cards have synergy with one another, and that will have be explored at a later time.

First off, let’s take a look at the creatures in the game. It is easiest to construct an army out of the same tribe at first, as they generally share the same attack types. For instance, UnderWorlders have a lot of decent fire attacks, whereas OverWorlders are known for their strong earth and water attacks. Your army (of creatures) should differ slightly based upon the game – 1 on 1, 3 on 3, 6 on 6, or 10 on 10. Generally speaking, your initial front line of creatures (1, 2, 3, or 4 depending on the size of the game) should have high energy and one (or more) strong discipline statistic. Unlike most card games, your creatures can all be different if you wish – just try to make sure that they support one another, share their strongest discipline, and all have the same elemental attack type. If you want to use multiples to facilitate this, just remember the rule of two – you can’t have more than two creatures with the same name.

The second step is to take a look at the locations. You always want to strike first when your location is up, so it’s very important to win initiative. Pick locations with initiative that check against your army’s strongest overall discipline, and you should win initiative most of the time. As for the location’s card ability, make sure it works well with your overall army and doesn’t easily translate into a bonus for your opponent. For instance, Gigantempopolis may be useful if you play OverWorlders, but if everyone else that you play with plays them too, you’re giving them an advantage as well. As locations are randomized and shuffled, it is a good idea to consider only 5 total locations (as per the rule of two) so that you will consistently draw the same advantageous locations. Unique locations may override this advice, but cause your location deck to be somewhat more random – choose them wisely.

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