Greetings every body and happy post thanksgiving, I hope everyone had a great dinner and whatnot. Firstly I’d like to apologize about the lack of updates last week, but I was horribly busy… Anyhow if you haven’t yet noticed, I updated all of the pictures to every blog with actual chaotic pics! Yep the blogs actually beginning to look like a Chaotic blog now.
Moving on to the main dish is of course the 2nt part of our 6 part series, a study of Perim. Today we’ll be discussing the ever so famous Overworld tribe, taking into account their ins and outs, as well as some historical info.
The OverWorlders are, more or less, the good guys. They live in the OverWorld, the above-ground portion of Perim. Generally, OverWorlders fight fair and are the most “human” of all the tribes and tend to resemble animals . The OverWorlders have diverse element attack abilities, using combinations of Earth, Air, Fire and Water Element Attacks. Maxxor is the OverWorld leader. –Taken from Chaotiki
OverWorlders are the most recognizable tribe in Chaotic, mainly because the main character Tom exclusively uses OverWorlders, and most the characters travels in Perim are in the OverWorld. Most OverWorlder’s have one favored discipline (Gespedan is a great example of this) with the rest being average. Or they have horrid stats but usually have a repertoire of two elements at their disposal. Some Overworlders have the support ability, which increases a select stat for each adjacent Overworlder beside them (emulating teamwork). The tribe is very much focused on mugic, as more than half of its creatures have mugic counters. Mugic of the Overworlders are usually focused on two main points, support or recovery. The OverWorlder’s have the strongest healing mugic (song of resurgence) as well as other mugic cards that increase defenses against elements, or increases your creatures own discipline. Overall having an Overworlder muge in your army is always a great defensive strategy. Generally you won’t want most OverWorlders in your front line, as all OverWorlders share the common weakness of low energy (even its ultra rares, Maxxor and Heptadd are considered to have low energy in regard to other cards), and an UnderWorlder or Mipedian usually prove more battle hardy. This tribe can be considered the jack of all trades of Perim, as the tribe has cards that excel in at least every category, some in discipline, others in elements, and others in Mugic. Because of this tribes diversity it can fit many roles in any army and should be considered a staple in just about every multi tribe army.
Notable OverWorld cards:
Among the OverWorlders, there are many astounding cards for just about any strategy, need high discipline stats? Get a Frafdo, or perhaps you want to be able to cast 3 Cannon’s of causalities, a Najarin would suit perfectly. Notable OverWorlders include:
Maxxor:
Starting with the OverWorld leader, Maxxor is one of the “big four” and a force to behold. He truly is a jack of trades, with good stats, good energy, good mugic count, good elements, and an amazing ability to boot. If your trying to build a Mono tribe army of OverWorlders, a Maxxor should not be considered… he should be a must! His overall general abilities fits in to basically any OverWorld strategy. His two elements, plus mastery in courage and wisdom allow him a great range of attacks at his disposal. Likewise his special ability allows him to easily compete against other Ultra rares easily and effectively. Throw a stonemail on him to make him even more fearsome, increase his energy with a ring of naarin, gear him with a Cyclance or Liquidlizer to allow even more customization with his elemental attacks, or a Vlaric shard to increase his damage. Either way Maxxor excels with most battlegear, and generally can handle just about any situation with little or no outside help.
Najarin: The great muge of Perim… isn’t as great as he’s made up to be. But nonetheless Najarin is still a very good card solely for his ability to return a mugic card back to your hand (an ability unique to Najarin alone). With this you can cast one more mugic than your opponent, which is a great advantage and could easily clench you a match. Also Najarin is allowed in mixed tribes, so his ability is even more useful than first presumed. Got a Lord Van bloot with stonemail giving you trouble? Throw two cannon’s of causalities at him, then have Najarin return one, and use it again for 60 damage!
Frafdo: This may just be personal opinion… but I find Frafdo to be thee creature of disciplines. Having very high stats in courage, power, and speed (especially for an uncommon) he is a brilliant creature to use in any discipline themed army and he has support, so his stats are even higher in larger battles. His stats allows him to deal exceptional damage with such attacks as skeletal strike, power pulse, or Paral-eyes. With a staff of wisdom equipped, Frafdo can effectively use a Megaroar at full strength, one of the few creatures able to do so. The only downside to Frafdo is his relatively low energy (averaging around 35-40), so an elixir of tenacity or an aqua shield would provide much needed energy support.
Crawsectus: As Frafdo is to discipline, Crawsectus is to elements. Sporting mastery in two elements, as well as Earth: 5, Crawsectus allows you to deal great damage just about every turn since there’s so many cards with the water or earth element. He does well in most locations, since half either aid earth or water based attacks. He’s literally the OverWorld equivalent of Magmon, but so much more flexible. Crawsectus is magnificent in the Riverlands, Gluumuch swamp, and Doors of the deepmines, equip him with a riverland star and he’s basically unstoppable when he’s on home turf.
Vidav: This may be shocking, but Vidav is one of thee most useful cards in the entire game. He boasts two mugic counters (a great addition to other tribes when they need muges) and one of the best abilities ever. Vidav ability to heal 15 energy to any creature, basically meaning that he has a built in super minor flourish, this allows you to stock up on other mugic cards, since you don’t need to hold an emberflourish or other healing mugic.
Creating an OverWorld deck:
A good mono tribe deck composed of OverWorlders can be very flexible depending on what you wish to do. Always remember to choose your creatures based on your attack deck (or what sort of attacks you wish to use) as opposed to the other way around. This way your creatures automatically have good synergy with your attack deck, then mix and match your creatures to find a nice balance between the two. Lastly making a location deck based off your creatures and their layout (such as, why add a storm tunnel if all your air creatures are in the back of your battle field?).
For this example we will be building an OW tribe 6v6 team, mainly focusing on the water element, with a minor focus on courage, mugic, and healing. We will be using the creatures:
Rellim with elixir of tenacity
Crawsectus with riverland star
Blugon with torrent krinth
Laarina with mugician’s lyre
Donmar with elixir of tenacity
Vidav with aqua shield
The battle mat would be set up as so:
Note how we keep our weaker muges and healers in the rear and our stronger water element users up front (a similar tactic was used in the codemaster battles). The basic strategy here is to attack with our three elementalists while providing mugic support and healing (though the abilities of vidav and donmar) to our three elementalists while they push the front line against our opponents.
Attack deck:
Degenervate x2
Evaporize x2
Flash kick x2
Frost blight x2
Hail storm x1
Riptide x2
Rustoxic x2
Shadow strike x2
Skeletal strike x2
Torrent of flame x2
Steam rage x2
This attack deck mainly focus’s on water attacks, even weaker ones such as steam rage since most water attacks work wonderfully in conjunction with our location deck. We’ve minored in courage because Riptide, one of the most common water attacks decreases courage by 25, and degenervate decreases all stats by 25 (effectively shutting down any discipline users).
Location deck:
Gigantempopolis x2
Lake Ken-I-Po x1
Gloomuck Swamp x1
Riverlands x2
Kiru city x1
Doors of the deepmines x1
Everrains x2
This location deck is filled with water and OverWorld enhancing locations, with the exception of Gloomuck swamp, which was added to decrease fire damage (mainly for UWs) and for initiative purposes.
Mugix:
Overworld Aria
Refrain of denial
Song of Stasis
Song of focus
Fortissimo
Song of Futuresight
This mugic setup is made to support and defend, we’ve excluded any healing mugic since Vidav and Donmar can already heal with their abilities. Instead we’ve stocked defensive mugic such as Overworld Aria and Song of stasis to either defend against attacks, or avoid them all together. Fortissimo and song of Focus are there to increase our discipline in order to deal extra damage with our shadow strike and skeletal strike attack cards. Lastly we added in Refrain of denial to counter other dangerous mugic, and Song of Futuresight a great card to add to any mugix hand for its versatility.
Have a suggestion, a rant, or general comment about my overview? Feel free to post any comments about your opinion on my review of the OverWorlders below, also come back next week for the third part in this series, focusing on none other than the UnderWorld tribe!


i love the strategy because thats exactly what i do-elementalists in the front and mugic users in the back
looks good although i would probably use an extra vidav over donmar and i would use song’s of resurgence but then again my deck is more mugic and healing heavy. Either way great article.
I would swap the Hailstorm for a Sludge Gush, the steam rages for unsanities.