Tuesday, May 26, 2009

Gorram's Army

Alright, in the last article I spoke about Gorram, so whilst in school I decided to put together a rough army for him. This is obviously without the awesome new cards Forged will bring us, and I couldn't look up all of the attacks when I put it together so it might not be top notch. I'd value all input. There might also be some problems with mugic, wasn't sure how much counters the creatures had... anyway, here it is.

1 = Issaley w/Mipedian Balladeer's Flute
2 = Saand w/Torwegg
3 = Brimflame w/whepcrack
4 = Faash w/Elementalist Pauldrons
5 = Gorram w/Elementalist Pauldrons
6 = Neekwin w/Destructozooka

Mugic(here's where things get iffy)
Rhyme of the Reckless
Melody of Miracles
Katharaz's Cacophony
Danian Elemental Choral
Intense Polyphony
Intense Polyphony

Locations:
Rao'pa Sahkk x 2
Everrain x 2
Mipedim Mirage x 2
Mount Pillar Reservoir x 2
Skeletal Springs x 2

Attacks:
Inferno Gust(2bp) x 2
Lightning Burst(2bp) x 2
Plasmarrows(3bp)
Confusion(2bp) x 2
Flamebloom(0bp) x 2
Hurlicane(0bp)
Symmetry Slam(0bp)
Flying Advantage(0bp) x 2
Perplexing Heat(4bp) x 2
Torrent of Flame(2bp)
Whirlwind Scythes(2bp)
Invader's Tactics(1bp)
Rip Tide(2 bp) x 2

Okay, so this is just to utilise all of Gorram's abilities. It's more practical to just use One or Two tribes, but this is just a field test.

So Issaley has that Balladeer's flute instead of the obvious Torrent Krinth, because we're short on MC here. Give the counter to Neekwin. Neekwin is in there not so much to fight but to give Faash and Gorram air. Gorram might not keep up long, but Katharaz's Cacophony can make up for his poor energy. If he does get coded, Neekwin can have fire 10, water 5 and air 5 if you get the compost out, water 10 if you use the Reservoir or Skeletal springs. Perplexing heat with fire and water 10 can do some serious damage. So instead of letting Neekwin sacrifice his battlegear for water, 5 D-Zooka gives him fire and fire 5.

But the thing is, the battle won't get that extreme all the time. Intense Polyphony can help give Faash fire 10, and you can probably get it for the 0 cost fairly easily. Then again, Brimflame and Issaley aren't pushovers and Saand can quite easily get air 10 so the chances are they can take out the bulk of your opponent before they need to get Gorram'ed.

Some alternatives:

Defenders can be helpful because, as with all compost decks, timing is integral - Even moreso here with cards like elementalist pauldrons and Danian elemental choral. Bronzeflight and Defender's Song are useful. Mipedim Mirage also works for this.

If you don't want to commit to a third element, swap Plasmarrows for Flaming Coals and the other air attacks for more water attacks. Then you can take out Saand and put in Ivelaan - a good composter and water attacker who can help your Neekwin. You may want to remove Faash and add another Neekwin with pauldrons in this case, so more than one creature gets the boost.


So tell me if you have any new ideas, qualms, etc., comment here. Thanks.

2 comments:

  1. 1.Issaley with Destructozooka
    2.Noaz with Destructozooka/Skeletal Steed
    3.Neekwin with Vial of Liquid Thought
    4.Gorram with E. Pauldrons
    5.Katharaz/Neekwin with Vial of Liquid Thought
    6.Kannen with Mipedian Balladeer's Flute

    Mugics
    1.Song of Symmetry
    2.Song of Symmetry
    3.Song of Surprisal
    4.Cadence Clash
    5.Cadence Clash
    6.Surprising Riffs

    Locations
    1.Mount Pillar Reservoir
    2.Mount Pillar Reservoir
    3.The Rao’Pa Sahkk Chimegrid (to get the extra mugicians)
    4.The Rao’Pa Sahkk Chimegrid
    5.Everrain
    6.Everrain
    7.The Storm Tunnel Flooding
    8.The Strom Tunnel Flooding
    9.Vidav’s Refectorium
    10.Vidav’s Refectorium


    Personaly I see too many elements, maybe stick to only Air and Water.

    Attacks:
    2 Winter Claw (6BP)
    2 Invaders Tactics (2BP)
    2 Hurlicane (OBP)
    2 Rip Tide (2BP)
    2 Daunting Bravery (2BP)
    2 Marksman's Preparation (2BP)
    2 Gear Grind (2BP)
    2 Evaporize (0BP)
    2 Lighting Burst (2BP)
    2 Squeeze Play (2BP)

    Refectorium and Squeeze get you Winter Claw and those two Marksmans while Vial re-uses Claw. Gear Grind and Riffs can be used to re-use Destructozookas or disable annoying gears (Bladez with Kha’rall Armor anyone?). Noaz with Song of Surprisal is a great way to take out Muges in the back row, plus he has high courage.


    Ricco

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  2. Noaz makes more sense than saand... Sticking to Air and Water could be a good idea, like I said this was just test-running a deck using Gorram's full ability. But I would have liked to take advantage of Faash's fire. I would do something similar to your deck except with fire instead of air. Fire and water go together very well (Perplexing heat, Flaming Coals, Torrent of Flame, Flamebloom, Heat Rage, etc.,) - Remember these are the most common elemental pair-ups.
    Fire/water
    Air/Fire
    Water/Earth
    Earth/Air
    So while Hail storm, winter claw and the like are good for water/air, I find it easier to follow one of the above pairups. Of course that's just a suggestion. Your deck looks good :)

    Btw, forgot to log into my account and you can't copy this text for some reason... So ya, it is me.

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