Chaos Lord

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Chaos lord has two copies of each of the following cards:

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Mark : 3x Entropy
Creature Control : 2x Maxwell’s Demons, 6x Improved Mutations, 8x Fallen Druids, 2x Congeals
Permanent Control : 2x Steals, 2x Explosions

Strategy:

If using Flay 'em, lobotomize the occasional creature with momentum, poison, a PC ability, and Fallen Druids.

Anything you can do to take out his Rays of Light before they get mutated (Eagle's Eye, Otyugh, Firestorm) is of great benefit.

Quintessence is a great help, as is Eternity - rewinding his expensive mutants can be a lifesaver.

If you don't have a Pulverizer, remember to save one Deflag or Steal for the late game when you need to bust through his Dissipation Field to finish the job.

If he comes out with Dissipation Field early in the game, don't bother removing it, especially if you already got some damage output. By hitting his field you can effectively strip his quanta, and rewinding the weird creatures he comes up with will make them unsummonable quite quickly.

Chaos lord does have a small amount of permanent control, so you should try to send out your hourglasses before putting up your phase shields or sundials. If you do not have these, then your permanents are not going to consistently save you, or for that matter, help you. He does however have momentum - or make a momentum from mutation, meaning he can make his creatures go right through your shielding - very annoying if its a unit with 15+ damage, even more so when chaos power ramps up the damage to near-ludicrous levels! Note that Chaos lord will destroy sundials before anything else, so if you're using a SoP-based OTK, you can use sundials for PC protection as well as stalling.

If you get really unlucky and the enemy gets a mutated creature in his first or second turn with destroy or steal, your chances of winning are almost certainly going to be 0, or at the very least, EXTREMELY low with almost any deck. The only way of eliminating that creature would be to use a bolt of any kind if it is low enough on hp, otherwise, you will die without any chance to retaliate.

Maxwells demon is also of great help, especially if upgraded, as it makes it immune to paradoxing straight away unless mutated, or struck. If you have an eagles eye, this can be an extremely effective combo for eliminating smaller enemies, or making stronger enemies more vulnerable to paradox, essentially killing off his damage dealing abilities almost completely, UNLESS, you have the misfortune of meeting a dragon with immortality or burrow. Any creature you have that you yourself mutate, or have mutated with poison, steal, destroy, or deja vu can be of extremely high value in your efforts to beating this god, since you can then kill off his creatures, or those pesky dissipation fields he has a chance to play, or if you cannot destroy it, the poison will allow you to go right through the shields, or give you another potentially more powerful creature with any of the above, pretty much ensuring your victory.

Two things that work in synergy you have to specifically watch out for with Chaos Lord and a Hope deck. The first is an early turn Discord. This might not seem likely, but it can often happen before you get your Hope up, so make that a priority. The second is a late Dissipation Field when he has tons of quanta and you haven't enough to damage through it. You will want to start putting out damage early, in other words. This is often difficult to do with only two Archangels in your deck, so Light Dragons or one more Angel is helpful. As always, make sure not to play too many RoL's (usually never more than one Fractal's worth), as this stops you from doing enough damage. This is more of a problem with Angels, of course, but them being faster to get into play helps a bit. You will probably want to lobotomise his Druids so they do not mutate your Angels/Dragons. Him doing it on your RoL's often hurts him, but your set-up will crumble if you let him mutate too many.

Poison stalls do well against Chaos Lord. He can't block poison damage, not even with his dissipation field. It's also not easy for him to stop his own creatures in the face of SoSac, so surviving isn't much of a problem either. In contrast, Voodoo Bravery can't do much against mutation. All you can do there is pray that mutation doesn't completely erase the HP of your doll, and copy the good mutants. Or skip.

Oracle Counter

Currently the best counter to Chaos Lord is the old timebow deck. Rush through your deck using Hourglasses. Stall using Sundials and shields, but try not using your Bone Wall unless you have a Fire Storm ready to kill his Druids / RoLs / weak mutants. If you can chain both Fire Storm, you can kill almost anything he can have. Try to have a quinted Oty controlling the field ASAP, and you can rewind expensive strong mutants (try to instant PA your Eternity, as you may need it to avoid decking out). In late game, Fractal your (or his) Druid and create a fun army of mutants yourself. Old great combo: FFQ creates FF, Oty eats FF buffing Bone Wall and creating skeleton, Druid mutates skeleton.

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Another known counter to Chaos Lord is a nymph's tears deck. Use gravity nymphs to drain his defenses, and use water nymphs to run him over. No PC needed since Diss shield runs on rainbow quanta.

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This is the best known non-upgraded deck. Create Purple Nymphs to Antimatter his creatures. Lobotomize the Druids (they'll mutate Antimattered creatures) and any dangerous creatures he makes. Use Butterfly Effect on a spare Mind Flayer to destroy his shields.

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False Gods

Akebono Chaos Lord Dark Matter Decay Destiny Divine Glory Dream Catcher Elidnis Eternal Phoenix Ferox Fire Queen Gemini Graviton Hecate Hermes Incarnate Jezebel Lionheart Miracle Morte Neptune Obliterator Octane Osiris Paradox Rainbow Scorpio Seism Serket