This is a tribal guide for new Chaotic players to learn how to effectively play their favorite Tribe. Reposted from my TCO threads and modeled after Occasus' Tribal Wheel, you can learn the basics of your Tribe along with different playstyles and possibly sample decks. Other users are encouraged to post any other helpful information they might have.
This thread is a guide to the M'arrillian Tribe.
Primary Element(s):
Water
Primary Discipline(s):
Courage
Power
Wisdom
Speed
Tribe-Exclusive Types:
Chieftain
Fluidmorpher
Kha'rall
Minion (by extension)
Seven Key Points of this Tribe
Trickiest to Play
There's no sugarcoating it: you're generally the hardest Tribe to use and the least beginner friendly. You have one element and sporadic discipline focus that makes you difficult to work with. But don't let that discourage you from playing M'arrillian. You have plenty of options open to you and can potentially be a devastating player with the right plan. And to excel on the road less traveled can be a very good feeling.
Costly, But Worth It
Whether your chieftains discard Mugic or your fluidmorphers pay tons of counters, playing M'arrillian isn't cheap. This is only because of how powerful they are. The Underworld and Mipedians may be able to burn Creatures, but only you can utterly destroy them. Cards like Milla'iin and Unheard Melody make short work of those too weak to resist. Symphonic Pelagic Maresong feels like Zamool in a can. Then you have activated abilities from your fluidmorpher that you can take advantage of even without Mugic.
One Element to Rule Them All
It's because of you that water Attacks have become much more populated and diverse. Attacks like Electro-Web let your work outside of your element's normal disciplines; some like Morphwrath and Ice Sheet let you use your counters for more than just casting; Coral Balls and Kha'rall crush give you juggernauts some serious muscle; and Invader's Tactics and Inner Flood have found their way into many non-M'arrillian decks. From Eidolon Advance to Tainted Thinderstorm, it's the M'arrillians who shaped water into the game's greatest element.
Might of the Shards
Kha'rall might not look like much up front, but give these bad boys their shards and you'll quickly change you mind. Not only do they give good increases to energy, but they also grant elements and often defender. This lets you mix them as either protectors or foot soldiers.
Disciplinary Combat
Your chieftains paved the way to having discipline focused combat. Jus'hebban makes your Creatures heap damage onto those too slow and Ihun'kalin can crush any stragglers. Attacks like Piercing Brilliance and Dry Liquid exist only because of your influence over your minions, and you pioneered greater ways to take them down. The chieftain Gan'trk takes this a step further to where you actually attack the opponent's disciplines. When fighting a M'arrillian stat deck, you should always watch out, because they cripple what strength you have to turn it against you.
Chieftain Support
The Overworld and Danians may think they have the greatest support systems, but your chieftains give innate abilities to everyone under their command. Whether minion or Kha'rall, the chieftains can buff them as they see fit: Erak'tab increases damage, Ritzu'dag compensates weakness, and Ebena'bakku can keep your opponent's Attacks in check. With the chieftains behind you, you are definitely a force to be reckoned with.
Brainwashing
This is the M'arrillian's most infamous quality. Your control over minions can completely flip the abilities they have. Akkalbi amplifies recklessness damage, Rasbma Darini blocks insivibility, and Epitrinne changes his shielding to cover you. Using minions can turn familiar faces for some into an army raised to do your bidding.
Core Strategies
Chieftain and Minion
The first type of M'arrillian deck and it still goes strong. This often means choosing a discipline to build around, but you always have a chieftain backing Kha'rall and minions. You can switch it up with other unusual chieftains like Xis'torq for tricky support tactics.
Discipline Destruction
Chieftains or not, this is one of your strongest areas. Many of your Kha'rall have at least one discipline in a ridiculously high range, and your have Mugic and minions who can reduce or increase disciplines at will.
Fluid Casting
This has become one of the most popular to date. Fluidmorphers can build counters up with every water Attack and open a world of possibilities. You can use Mock'adyn and Anger'keem to heal or deal damage, Em'swa and Phelphor to use controlling power, and Siril'ean and Vix'ben to block casters. Combined with your game-changing Mugic, your opponent will see why water is the most terrible weapon around.
Kha'rall Beatdown
Kha'rall make for an excellent choice in any beatdown deck. The core four (Iku'bra, Mik'banin, Rol'doi, and Vitar'zu) have elementproofing to gain energy on top of what their shards already grant. More unusual Kha'rall such as Dreg'ora and Gan'nim can even apply punishment to weak points in enemy fighters. Always remember to protect your shards though, because losing those may mean losing the match.
Win Con
Win condition strategies are something only your Tribe can do. One of the two ways to do this are to get a bunch of fluidmorphers, then slowly build their counters up to use the M'arrillian Heat Cannon, at which point you automatically win. Fla'gamp is a good fluidmorpher to use for rearranging your Location Deck. The other win con deck type is one where you fight to flip Aa'une the Oligarch at any given cost. While you don't automatically win, Aa'une's avatar form can discard Mugic to force the opponent to sacrifice their army. And for the few Creatures who survive that, they then have to face the one titan who can dominate Perim.
Key Locations
AZAIA Mindscrying Chamber
Castle Bodhran
Cryomorph Barricades
Dearange Gong
Doors of the Deepmines
Everrain
Gigantempopilis, Chamber of the Oraklon
Glacier Plains, M'arrillian Heat Cannon
Glacier Plains, M'arrillian Melting Camp
Imaginary Walls
Lake Blakeer
Lake Ken-I-Po
Lake Ken-I-Po, Ritual Site
Mount Pillar Reservoir, Neth'uar's Foothold
Numin Voidland
Open Doors of the Deepmines
Psi-Fanger's Shelf
Rao'Pa Sahkk, Condensation Ceremony
Rao'Pa Sahkk, Ihun'kalin's Foothold
Riverlands
Riverlands, Erak'tab's Foothold
Shardcrafter's Workshop
Siril'ean's Lair
The Oligarch's Path
This thread is a guide to the M'arrillian Tribe.
Primary Element(s):
Water
Primary Discipline(s):
Courage
Power
Wisdom
Speed
Tribe-Exclusive Types:
Chieftain
Fluidmorpher
Kha'rall
Minion (by extension)
Seven Key Points of this Tribe
Trickiest to Play
There's no sugarcoating it: you're generally the hardest Tribe to use and the least beginner friendly. You have one element and sporadic discipline focus that makes you difficult to work with. But don't let that discourage you from playing M'arrillian. You have plenty of options open to you and can potentially be a devastating player with the right plan. And to excel on the road less traveled can be a very good feeling.
Costly, But Worth It
Whether your chieftains discard Mugic or your fluidmorphers pay tons of counters, playing M'arrillian isn't cheap. This is only because of how powerful they are. The Underworld and Mipedians may be able to burn Creatures, but only you can utterly destroy them. Cards like Milla'iin and Unheard Melody make short work of those too weak to resist. Symphonic Pelagic Maresong feels like Zamool in a can. Then you have activated abilities from your fluidmorpher that you can take advantage of even without Mugic.
One Element to Rule Them All
It's because of you that water Attacks have become much more populated and diverse. Attacks like Electro-Web let your work outside of your element's normal disciplines; some like Morphwrath and Ice Sheet let you use your counters for more than just casting; Coral Balls and Kha'rall crush give you juggernauts some serious muscle; and Invader's Tactics and Inner Flood have found their way into many non-M'arrillian decks. From Eidolon Advance to Tainted Thinderstorm, it's the M'arrillians who shaped water into the game's greatest element.
Might of the Shards
Kha'rall might not look like much up front, but give these bad boys their shards and you'll quickly change you mind. Not only do they give good increases to energy, but they also grant elements and often defender. This lets you mix them as either protectors or foot soldiers.
Disciplinary Combat
Your chieftains paved the way to having discipline focused combat. Jus'hebban makes your Creatures heap damage onto those too slow and Ihun'kalin can crush any stragglers. Attacks like Piercing Brilliance and Dry Liquid exist only because of your influence over your minions, and you pioneered greater ways to take them down. The chieftain Gan'trk takes this a step further to where you actually attack the opponent's disciplines. When fighting a M'arrillian stat deck, you should always watch out, because they cripple what strength you have to turn it against you.
Chieftain Support
The Overworld and Danians may think they have the greatest support systems, but your chieftains give innate abilities to everyone under their command. Whether minion or Kha'rall, the chieftains can buff them as they see fit: Erak'tab increases damage, Ritzu'dag compensates weakness, and Ebena'bakku can keep your opponent's Attacks in check. With the chieftains behind you, you are definitely a force to be reckoned with.
Brainwashing
This is the M'arrillian's most infamous quality. Your control over minions can completely flip the abilities they have. Akkalbi amplifies recklessness damage, Rasbma Darini blocks insivibility, and Epitrinne changes his shielding to cover you. Using minions can turn familiar faces for some into an army raised to do your bidding.
Core Strategies
Chieftain and Minion
The first type of M'arrillian deck and it still goes strong. This often means choosing a discipline to build around, but you always have a chieftain backing Kha'rall and minions. You can switch it up with other unusual chieftains like Xis'torq for tricky support tactics.
Discipline Destruction
Chieftains or not, this is one of your strongest areas. Many of your Kha'rall have at least one discipline in a ridiculously high range, and your have Mugic and minions who can reduce or increase disciplines at will.
Fluid Casting
This has become one of the most popular to date. Fluidmorphers can build counters up with every water Attack and open a world of possibilities. You can use Mock'adyn and Anger'keem to heal or deal damage, Em'swa and Phelphor to use controlling power, and Siril'ean and Vix'ben to block casters. Combined with your game-changing Mugic, your opponent will see why water is the most terrible weapon around.
Kha'rall Beatdown
Kha'rall make for an excellent choice in any beatdown deck. The core four (Iku'bra, Mik'banin, Rol'doi, and Vitar'zu) have elementproofing to gain energy on top of what their shards already grant. More unusual Kha'rall such as Dreg'ora and Gan'nim can even apply punishment to weak points in enemy fighters. Always remember to protect your shards though, because losing those may mean losing the match.
Win Con
Win condition strategies are something only your Tribe can do. One of the two ways to do this are to get a bunch of fluidmorphers, then slowly build their counters up to use the M'arrillian Heat Cannon, at which point you automatically win. Fla'gamp is a good fluidmorpher to use for rearranging your Location Deck. The other win con deck type is one where you fight to flip Aa'une the Oligarch at any given cost. While you don't automatically win, Aa'une's avatar form can discard Mugic to force the opponent to sacrifice their army. And for the few Creatures who survive that, they then have to face the one titan who can dominate Perim.
Key Locations
AZAIA Mindscrying Chamber
Castle Bodhran
Cryomorph Barricades
Dearange Gong
Doors of the Deepmines
Everrain
Gigantempopilis, Chamber of the Oraklon
Glacier Plains, M'arrillian Heat Cannon
Glacier Plains, M'arrillian Melting Camp
Imaginary Walls
Lake Blakeer
Lake Ken-I-Po
Lake Ken-I-Po, Ritual Site
Mount Pillar Reservoir, Neth'uar's Foothold
Numin Voidland
Open Doors of the Deepmines
Psi-Fanger's Shelf
Rao'Pa Sahkk, Condensation Ceremony
Rao'Pa Sahkk, Ihun'kalin's Foothold
Riverlands
Riverlands, Erak'tab's Foothold
Shardcrafter's Workshop
Siril'ean's Lair
The Oligarch's Path