Greetings everyone, it has been quite a while since an actual meaningful post has been put up, anyhow this evening is none other than the 3rd review of Zenith.. somewhat late because Silent Sands is out in about a week… heh. yah… Anyhow lets get off! Overall the UW is shaping up to be a very interesting and unique tribe, however… the creatures in this set seem to be lacking. Most if not all of the creatures seem waay too specialized in one strategy that they just can’t be played consistently, but the UW does gain a lot of new and interesting mugix which is a really nice addition. to a competitive stature. Not to mention that a lot of the creatures have very annoying ability costs. I prefer the Dawn of Perim UW to these personally, but their still a nice contribution, and their are a few gems in here.
UnderWorld
Narfall
Narfall was most likely the first Zenith card that most people owned, and overall he doesn’t dissapoint. Highlights of the card are the high base power and generally good energy, as well as the fire element which is always nice. Narfall is unique in his ability to deal damage for every element an opposing creature has, this means that against a Heptadd Narfall can automatically deal 20 damage. Its notable that this damage goes off as combat is engaged, meaning that Narfall’s ability is faster than Invisibility: strike (which occurs when you attack). Being uncommon also helps in finding one with good stats, and since his ability will almost always deal at least 5 damage it is a nice and cheap way to increase your burst damage (damage done in a short amount of time). There are some better choices out currently, but in large games like 6v6s or 10v10s I can really see Narfall being a staple in Mono UW decks.
Individual: 7
Practicality: 6
Flexibility: 5
Ornathor
Flexibility: 3
Slufurah
Often times I find myself with the age old issue of having mugicians without mugic counters. Well no more! Now with Slufurah’s help I can use my previously useless mugicians and basically launch them at my opponents like some sort of human cannon. I can really see this useful in multi tribe armies with OW or Mipedians, ones with tons of mugicians to use as ammo. Overall I like this card, even though his stats suck, it doesn’t matter since I can just use his own ability on himself when need be! Now if only they released battlegear or mugix that changed creature types…
Individual: 4
Practicality: 7
Flexibility: 6
Strikto
Another “meh” creature, Strikto comes off as a creature devoted to quickly dispatching low energy opponents, or possibly creatures with recklessness. But he just doesn’t have the stats to back up his amazing ability. With only 40 base energy he won’t last long. The only positive use I can see for Strikto is to put him into a healing deck and just stall like crazy. But still.. he can easily get killed by 2 canons, not to mention his other ability does hurt him somewhat.
Individual: 5
Practicality: 4
Flexibility: 5
Swassa
Swassa joins the ranks of the few female characters in all of Perim… joy. Anyhoo she feels very… plain. All of her stats are roughly around 55 and her ability is… neglecting. The only real use is having her in large games where swift actually matters. But its very unlikely that Chaotic game will probably never update past 6v6 (which sucks! I want 10v10 games!). Also I’d much rather just take a windstrider over her, though if you don’t have any and really need a card that provides swiftness two without being super rare. Swassa is a good substitute. However with her freakishly low stats its best to only use her in 6v6s or higher.
Individual: 5
Practicality: 5
Flexibility: 4
Ultadur
A very very weird super for the UW tribe.. Ultadur has some pretty spiffy stats, with great spweed, power and energy. But his ability seems to really hamper you more than it helps. Since most major commanders already have the fire element its kind of moot, but with the combination of a few of the Silent Sands expansion attacks (which deal heavily on recklessness) you can create some interesting combos. Personally I’d rather just stick a stonemail on him and let him go to town on any opposing creatures. One interesting thing I noted was that Ultadur has three appendages… pointless but still.. I didn’t see it the first time I looked at the card.
Individual: 8
Practicality: 6
Flexibility: 5
Geltod
Individual: 5
Practicality: 7
Flexibility: 7
Hammerdoom Chantcaller
The Ultra UW of this set is an interesting one indeed, first of all his stats are very low, almost as low as Heptadds, though he does have very good energy. Hammerdoom is also the first Ultra rare creature that is able to be played in mixed armies. Sporting a really fancy hammer and some studly goggles Hammerdoom also is able to lay on the hurt against Danians or UnderWorld tribes. In my opinion he is too easy to counter if he is being used against Danians, since all a Danian player has to do is to turn on Hive to nullify the extra damage done by Hammerdoom. However I believe that Hammerdoom works better in a Danian army, since than his ability can be effectively channeled against Danian or UW. This can be useful in certain situations. But since Danians work best mono tribed, its better to just stick with his Silent Sands variant:
Individual: 6
Practicality: 6
Flexibility: 7
Illazar
Individual: 5
Practicality: 7.5
Flexibility: 7
Kamangareth
Individual: 7
Practicality:6
Flexibility:6.5
Cascading Rondo
This card is pretty useful, especially in decks that utilize an attack deck filled with high BP and 0BP attack cards. By first playing all of your best attacks, you can than switch your discard with your deck and draw them again, simultaneously removing all the bad cards that remain in your deck. Easily combos with Allmeggdon and Megaroar come to mind with this card. Pop megaroar first turn, than flip your attack deck and draw it again next strike. Sweet.
Individual: -
Practicality:7
Flexibility: 7
Dissonance of Distraction
Great card I must say, a million times better than Song of Defense in that it lowers discipline (meaning that it can disallow both challenges AND checks, yep amazing!). It replaces Song of Treachery as the discipline altering card for the UW, instead of lowering all stats like Treachery did Dissonance of Distraction lowers a single attribute by a hefty 30. Always nice and very useful, cheap, and its commmon. Whats not to love about it?
Individual: -
Practicality:8
Flexibility: 7
Elemental Denial
This card single handily kills any creature that relies on elements. Throw this against a Magmon, Heptadd, Bareth, and BAM their attacks become much weaker. The only downside is that it costs more to destroy more elements, but overall Elemental denial provides a lot of control for the UW tribe. Not only in that it denies the use of elements from your opponents, but it can also be used as defense in destroying your own element to disallow the use of Xproof from opposing creatures.
Individual: -
Practicality:8
Flexibility: 8
Hive Destruction
Pretty simple, it does exactly what its name says. It deactivates hive. A useful card but much too specialized, since its only purpose is to undo hive, it does limit itself in that its practically useless against any other tribe. However it is the best anti- hive card out there so if you positively know your going to face a danian army, this is the best card to bring. Othewise I suggest against it unless you need a filler mugic.
Individual: -
Practicality:4
Flexibility:6
Serenade of Subordinance
Remember how I really love Dissonance of Distraction? Same goes for Serenade of Subordinance. For double the cost of Dissonance you get more than double the effect. A lovely card in that it basically screws over any discipline based creature. Only down side is that it costs a lot of mugic counters, even more so than it looks since there aren’t many UWs that have 2 mugic counters to spare.
Individual: -
Practicality:6.5
Flexibility:8
















i think that all the ZOTH underworlders are pretty bad
i dont agree with you i have some of the UW mentioned:strikto,swassa and they really helped me in some ways to defeat my brother’s overworld army.besides they look cool.
I guess you’re right, some are kinda usefull. But I dont
use underworlders so i dont know how they work in a
good deck
Well, i think that strikto is great. Give him the viledriver and he’s set… the highest energy I’ve got of him is 50 without battlegear. I love how its basically like recklessness 5 for the opposing creature.
anyone know a good battlegear for narfall?