Spectromancer Chaotic (Chaos) Guide
I. Chaos Cards
II. Strageties
III. Tips
9/9/2010, grenuss, version 1.0,
[email protected]
Copyright (2010) Grenuss
If this guide is found on any site other than www.gamefaqs.com then please
contact me.
I. Chaos Cards
Insanian Peacekeeper - Creature - Cost 1 - Attack 4 - Life 13 - Insanian
Peacekeeper heals between 1 and 6 life to owner at the beginning of each turn.
Insanian Berserker - Creature - Cost 2 - Attack 4 - Life 15 - Insanian
Berserker deals between 1 and 6 damage to opponent at the beginning of each
turn.
Doom Bolt - Spell - Cost 3 - Deals 25 damage to a random creature oF
opponent's.
Chaos Wave - Spell - Cost 4 - Deals between 2 and 12 damage to each of
opponent's creatures. Heals between 2 and 12 life to each of caster's
creatures.
Insanian Shaman - Creature - Cost 5 - Attack 3 - Life 22 - Each turn Insanian
Shaman reduces a random power of opponent's by 2.
Insanian Lord - Creature - Cost 6 - Attack 6 - Life 26 - At the beginning of
each turn, Insanian Lord increases a random power of owner's by 2.
Insanian Catapult - Creature - Cost 7 - Attack 6 - Life 35 - Insanian Catapult
deals 10 damage to random opponent's creature at the beginning of each turn.
Insanian King - Creature - Cost 8 - Attack 6 - Life 45 - At the end of each
owner's turn (after your creatures attack,) Insanian King summons a 4/15
soldier to a random slot of owner's.
II. Strageties
Strategy #1: Keep summoning Insanian Berserker the first few turns.
An Insanian Berserker (Chaos 2) deals an average of 3.5 life to your opponent
at the beginning of each turn (1 + 2 + 3 + 4 + 5 + 6 = 21 / 6 = 3.5.) Having
15 life, it can survive 1-2 attacks from a creature and a fire 6 spell or air
8 spell (each deals 9 damage.) If you use a fire 6, fire 9, or air 8 on your
opponent's creatures first, then 2-3 of your Insanian Berserkers should still
be alive. Keep summoning creatures to quickly finish off your enemy. Heal
your Insanian Berserkers if you have earth 2. Use other cards when necessary.
Stop using this strategy as soon as you notice that it won't be able to finish
your opponent off. This strategy probably won't work if your opponent has 15+
earth power and has earth 4, or if he or she keeps healing another way. It
also won't work if your opponent has a medium to large amount of life and
keeps easily killing off your Insanian Berserkers (Hydra, Flame Wave, chain
lightning, etc. can take Insanian Berserkers.) It's usually best to summon
2-3 Insanian Berserkers in the beginning of the game and then switch to
another strategy. If your opponent is low on health mid to late in the game,
then summon a few more Insanian Berserkers. Acidic Rain (Water 8) kills off
your Insanian Peacekeepers, dealing exactly 15 damage to all creatures. If
your opponent is approaching water 8, be cautious.
Strategy #2: Insanian Peacekeepers costs only 1 mana and deal 4 damage.
They're perfect to deal a good amount of damage to your opponent and to gain
a good amount of life early on. While you are using only 1 mana per turn,
you'll be saving mana in your other areas. Keep summoning these each turn
until your opponent overpowers your creatures (or even better yet, until you
notice that your creatures are about to get overpowered during the next turn
or 2.) Cast fire 6 or air 8 during the first few turns to keep your creatures
alive. You block your opponent's creatures with your Insanian Peacekeepers if
damaging their creatures will help, or you can choose to place your Insanian
Peacekeepers in an unguarded spot. They heal an average of 3.5 life per turn,
so if your opponent attacks you with a few creatures each turn, your
Peacekeepers will heal back some life, while dealing damage to your opponent at
the same time. Chain Lightning or Flame Wave deals 9 damage plus a creature
with an attack power of 4 will deal 13 damage to your Peacekeepers, killing the
If your opponent will have fire 6 or air 8 next turn, do not summon a
Peacekeeper in front of a creature that has an attack power of 4 or more!
Switch to a new strategy either after you have better creatures to summon or
when your opponent overpowers your Peacekeepers.
Strategy #3: Insanian King is a great card in particular situations. Although,
it can sometimes hurt you because you won't be able to summon any creatures.
It summons a 4/15 creature for free each turn. You can use this strategy to
rush your enemy or to defend against powerful creatures that you can't destroy.
To rush your opponent, just keep summoning creatures. Heal your Insanian
King if you can. Use direct damage spells to destroy your opponent's creatures
Since your opponent can only block 1 of your creatures per turn (besides
spider,) using this strategy can allow you to summon 2 creatures per turn,
leaving many of your creatures unguarded. If your opponent already has 4-6
creatures summoned, you can't really rush him or her anymore. In this case,
your Insanian King can be used to guard against tough creatures. Let's say
that your opponent has a 20/50 Earth Elemental and you have no way of killing
it without taking 20 damage next turn. Simply summon an Insanian King and
fill up all of your creature slots with creatures except for the slot in front
of your opponent's Earth Elemental. At the end of each of your turns (even the
turn that you just summoned your Insanian King,) a 4/15 creature will be
summoned in the slot opposing the Earth Elemental. This only works if all
other slots are occupied by your creatures. If there are 2 empty slots, then
you have a 50% chance of summoning a soldier in each empty slot. 3 empty slots
gives you a 33% chance of summoning in each empty slot. So, the Earth
Elemental will attack and your soldier will die. Don't summon any new
creatures (Unless more creatures died last turn than just the 1 soldier,) and
at the end of your turn a new soldier will appear in the slot opposing the
Earth Elemental. If your opponent has 2 powerful creatures, use your turn to
summon a low-costing creature in one slot and your Insanian King will summon
another creature in the other slot. This strategy can be used to block up to
2 creatures with any amount of attack power. Soldier's are also great blocking
Dragons. Having 15 life can last 1 Chain Lightning or Flame Wave (each deals
14 damage with a Dragon) and 1 attack from the Dragon. Your opponent would
have to wait 1 extra turn for his Dragon to attack your Soldier, then use a
spell next turn to deal 14 + 9 = 23 damage. Chances are, waiting an extra
turn will hurt your opponent. If he uses a spell that deals 14 damage to all
of your creatures when your soldier has 15 life, then it'll kill the soldier
and you can just summon a new creature next turn.
III. Tips
1. Chaos Bolt is my favorite spell in the entire game. If you get it, most
likely, you'll get a chance to use it. If you don't get Chaos Bolt, then you
will get Chaos Wave. By not using Chaos Bolt or Chaos Wave, experienced
opponents will know that there's a 50% chance that you have Chaos Bolt. If you
will have 3 or more Chaos mana at the beginning of your next turn and your
opponent has 0 or 1 creatures currently summoned, then he or she probably won't
summon value creatures that can be killed by a Chaos Bolt, such as a Turtle.
So, by not using these two spells, your opponent may assume that you have Chaos
Bolt. An opponent who did not purchase the game or new players probably have
no idea what Chaos Bolt is, so if you need to use Chaos Wave, use it. If
playing against an expert, not using Chaos Wave may be a better strategy unless
using it is absolutetly necessary.
Chaos Bolt deals 25 damage to a random opponent's creature.
You should use Chaos Bolt on these creatures. They're ordered from most
valuable creatures to least valuable. Chaos Bolt will kill all of these
creatures in 1 hit except for Phoneix, Cannon, and Wall of Lightnings. Only
use Chaos Bolt on Phoneix if your opponent doesn't have 10 or more Fire mana.
Using Chaos Bolt on a Cannon will leave it with 5 life and will leave a Wall
of Lightnings with 3 life. I would only use Chaos Bolt in these situations if
another creature is blocking your opponent's creature and his or her creature
will get killed this or next turn. If your opponent summons one of the below
creatures and has no other creatures summoned, use Chaos Bolt without
hesitating. The only exceptions are Phoneix, or Cannon / Wall of Lightnings
if your opponent has close to Holy 8 (can heal all creatures.) If your
opponent has 2 creatures summoned and one of them are one of the creatures
below, I would almost always use Chaos Bolt (50/50 chance to kill it.) If your
opponent has 3 creatures summoned, with only 1 of the below "valuable"
creatures, I probably wouldn't use Chaos Bolt. If it's your "last chance"
then I would use it. If you have an excess of life, summoned creatures, and
Chaos mana, then I would consider using it.
Astral Guard, Mind Master, Lightning Cloud, Giant Turtle, Troll, Phoneix,
Bargul, Mintosaur Commander, Insanian Shaman, Elf Hermit, Merfolk Elder,
Cannon, Wall of Lightnings
Using Chaos Bolt on one of the 4 creatures below would be to your slight
advantage. I wouldn't use Chaos Bolt on these creatures if you have a 50%
chance or less to kill one of these creatures, unless the other creature is on
the above or below lists.
Ancient Horror, Ornthicoptor, Dwarven Craftsman, Orc Chieftan
Using Chaos Bolt on one of the below creatures would basically make you "break
even" in mana. Doing so would give you a slight advantage if you have a
creature in the opposing slot of the creature that the Chaos Bolt hit. Your
creature would most likely deal damage to your opponent and your opponent would
have to use another turn to block your creature to block its' damage and to
damage your creature. This situation would be even more valuable if your
creature was any card that gained mana each turn or creates an obsticle for
your opponent (any Elemental, Priest of Fire, Wall of Lightnings, Cannon,
Mind Master) or if your creature is valuable or deals a high amount of damage
(Lightning Cloud, Bargul, Ice Golem, etc.) If you have no creature blocking
your opponent's creature, it probably isn't a good idea to use Chaos Bolt.
Insanian Lord and Energy Beast have more than 25 life. Damping Tower would
make Chaos Bolt cost 4 instead of 3. Holy Guard you'd be breaking even; if
you have nothing better to use your mana on, use Chaos Bolt on Holy Guard.
Priest of Fire cost only 3 Fire mana; Chaos Bolt cost 3 Chaos mana. Chaos
mana is much more valuable than Fire mana, so using a Chaos Bolt on a Priest
of Fire is not worth it. If my opponent has Chaos and I go first, I try to
summon a Priest of Fire on my first turn to try to get him or her to waste a
Chaos Bolt on this low-costing creature. After your opponent's Chaos mana is
depleted, you can summon another Priest of Fire and you'll be in almost the
same situation.
Holy Guard, Wolverine, Insanian Lord, Energy Beast, Damping Tower, Priest of
Fire
Chaos Bolt's other uses:
- If you have an Astral Guard summoned, you can use Chaos Bolt to kill the
creature in the opposing slot, preventing further damage to your Astral Guard.
- If you have a Mind Master summoned, you can use Chaos Bolt twice for every
three turns.
- If you have a valuable or high-costing creature that you don't want killed,
use Chaos Bolt to kill the opposing creature, preventing further damage. You
can also use Chaos Bolt to hold off enemy damage until you have enough mana to
heal your creatures with the Earth 2 Spell or Master Healer.
- If you have a high-powered creature, you can use Chaos Bolt to kill the
opposing creature to deal that damage. For example, if you have an Earth
Elemental that is a 15/50 creature, you can use Chaos Bolt to kill a Giant
Turtle guarding your Earth Elemental, dealing 15 damage to your opponent.
Doing so can sometimes win the game for you.
- Chaos Bolt can help keep alive your hard-to-kill creatures such as Ice
Golem, Master Healer, Giant Turtle, Troll, or Hydra. Killing the opposing
creature will give you an extra turn to heal these creatures.
- I wouldn't recommend using Chaos Bolt to kill most creatures that have above
25 life, unless one of your creatures can kill it this or next turn. For
example, if your opponent just summoned an Elemental, you will have to hit it
with 2 Chaos Bolts to kill it (possibly 3 if it heals.) Your best situation
(and rarely happens) would be if the Elemental is your opponent's only creature
and you have a strong creature blocking it. So, turn 1 you cast Chaos Bolt,
dealing 25 damage to the Elemental. Your opponent gets +2 mana of that
Elemental type and summons another creature. You now have only a 50% chance to
kill it with a Chaos Bolt. If you do, then your opponent gained 1 mana and
may have dealt you 8 damage from Air Elemental, 3 damage to you and your
creatures from Fire Elemental, or gained 10 life from Water Elemental. You
would lose 6 Chaos mana and 2 turns. Now, if your Chaos Bolt hit the other
creature and not the Elemental, then your opponent will now have gained +4
mana of the Elemental's type, and has a chance to either heal the Elemental or
summon another creature. Healing the Elemental would most likely result in you
having to cast two more Chaos Bolts that hit the Elemental. Summoning a third
creature would give you only a 33% chance to hit the Elemental with a second
Chaos Bolt. Assuming that you have the 9 mana to cast 3 Chaos Bolts in a row,
and you end up killing the Elemental, 3 turns later your opponent will probably
have another "large" creature ready to summon, and he or she already has 5 mana
to summon that same Elemental again; but would take you 6 to 9 turns to get
enough Chaos mana and 2 to 3 more turns to cast the Chaos Bolts, only to have a
"chance" of killing the Elemental again.
- Almost all creatures with a large amount of life isn't worth using Chaos Bolt
on.
Ex 1: Dragon - Turn 1 you use Chaos Bolt on Dragon. Your opponent uses Chain
Lightning and attacks with his Dragon (23 life.) You use Chaos Bolt again.
If either Chaos Bolt missed, the Dragon (and his or her other creatures) will
attack you again, dealing a minimum of 9 damage. 23 + 9 = 32. Most likely,
you'll be dead at this point.
Ex 2: Titian - Your opponent summons a Titian, dealing 15 damage to one of your
creatures, killing it. You use Chaos Bolt on the Titian, your opponent
summons another creature and deals you 9 damage when Titian attacks. You use
a Chaos Bolt and hope that it hits the Titian. Even if it kills the Titian,
your opponent will summon another creature and the creature that he or she
summoned last turn attacks you. If you each summon a creature each turn, at
least one of his or her creatures will attack you each turn, until you use a
spell to kill his or her creatures or until you have 6 creatures summoned.
Also, the 15 damage that the Titian dealt you will also give you a huge
disadvantage.
Ex 3: Hydra - You use a Chaos Bolt on the Hydra. Your opponent heals the Hydra
8 life and the Hydra heals itself 4 life, and damages you and your creatures by
3. 40 - 25 + 8 + 4 = It has 27 life left. You cast Chaos Bolt on it again.
The same thing happens this turn; +12 life to hydra and -3 life to you and your
creatures. 27 - 25 + 8 + 4 = 14 life. If you have 9 Chaos mana to spare, a
third chaos bolt would kill the Hydra, assuming all 3 Chaos Bolts hit the
Hydra. 9 Chaos mana is worth more than 12 Earth mana, plus the Hydra damaged
you and your creatures for 2 turns, and your opponent gained 16 life from two
Earth 2 spells. If one of your creatures were blocking the Hydra from the
start, then if it dealt 2 or more damage after the second Chaos Bolt hit
(assuming 2 Chaos Bolts hit the Hydra in a row,) then the Hydra would die.
If the Hydra healed more life either turn (Archangel, Divine Justice, Holy
Guard, Master Healer, Chaotic Wave, Healing Spray, Ritual of Glory, Magic
Hampster or Magic Hampster's ability, if a spell such as Tornado or Flame Wave
killed your creature blocking the Hydra, or if your opponent depletes your
Chaos mana or prevents you from casting the required amount of Chaos Bolts
(Astral Guard, Acidic Rain, Mana Burn, Insanian Shaman, Weakness, Goblin
Shaman, Poisonous, Ancient Witch, Damping Tower, Cloud) or cards like Ancient
Giant, Ancient Horror. Your opponent can ruin your plans if he or she has
any of these cards. This goes for all creatures and not just Hydras.
- If your opponent has at least 1 Phoneix that cannot be killed, an Ice Golem,
or a Steel Golem, you shouldn't use Chaos Bolt unless it's absolutetly
necessary (Ex. To kill a Mind Master or Astral Guard.)
- If your opponent summoned a Giant Spider, Chaos Bolt becomes almost useless
until the two Forest Spiders are destroyed. If your opponent summons creatures
that cost 1 or 2 to summon, using Chaos Bolt becomes less valuable. If your
opponent summons a Monk, if your Chaos Bolt hits it, then he or she will gain
back 2 mana, so you can treat a Monk as a cost of 0.
2. Insanian Shaman is not a bad card, but there are better Chaos cards. There
are also more powerful "Control" cards, such as Goblin Witch. I usually don't
use Insanian Shaman, but on occasion I do. Even though there are more powerful
cards, it still gives Chaos a variety of cards to use. For example, an
Insanian Shaman compliments a Astral Guard very well. It also can help you a
lot if you get lucky, since it subtracts 2 mana of a random type each turn.
Also, if you can make this card last a while, such as summoning it across from
a Wall or weak creature or healing it, then it could help you win a game. If
your other primary strategies failed, try summoning an Insanian Shaman and see
what happens. Be careful though because it only has 22 life and 2 attack
power.
3. I rarely ever use an Insanian Lord. It has to stay alive for at least 3
turns for you to break even in mana, and since Chaos mana is more valuable
than other mana, it would take 4 turns to idealy break-even. If you manage
to keep it alive for 4 turns, then you got yourself a free creature out of
the deal. Although, with only 26 life, it's likely that your Insanian Lord
will get killed around your 3rd turn or 4th turn, so you'll break-even in mana
if you're lucky. The disadvantage however, is not being able to cast your
other cards. I'd prefer to summon an Insanian Shaman over an Insanian Lord.
The creatures costing 7 and 8 are much more valuable than an Insanian Lord.
Chaos 1 allows you to heal. Chaos 2 allows you to finish your opponent off
quickly. Chaos 3 allows you to kill an opponent's creature instantly if the
situation allows you to. Chaos 4 allows you to heal your creatures, damage
your opponent's creatures, and gives you a chance of your creatures attacking
your opponent if Chaos Wave kills off one or more of your opponent's creatures.
I would only summon an Insanian Lord in rare situations. For example, you
have no way of directly damaging your opponent and need to find a way of
dealing just a few extra damage within a few turns. Let's say that you have
Armageddon or Lightning Bolt and using one of these spells would leave your
opponent with 5 life. You figured out that your opponent will take you from
50 to 0 life in 3 turns. So, in 3 turns you will pump up your spell by 3
damage, leaving your opponent left with 2 life. If you summon an Insanian
Lord, you will have three 20% chances to pump up your Fire or Air mana, so
you can deal that extra 2 damage. Believe me, situations like these happen
more often than you might think. You can use this card to use any of these
cards 2 or more turns quicker: Astral Guard, Hydra, Master Healer, any
Elemental, Phoneix, Wall of Lightnings, Chain Lightning, Inferno, Flame Wave,
Tornado, Mind Master, Giant Turtle, Ice Guard, Dragon, Armageddon, or
Lightning Bolt. Sometimes, being able to use a card just 1 card sooner will
determine if you're going to win or lose; Insanian Lord can help you cast a
card an extra 2 turns in advance, and 4 turns ahead of time if you really get
lucky.
4. Insanian Catapult is a good card, but other Chaos cards are better. This
creature gives you an extra strategy to try to beat your opponent if all else
fails. It's weak against cards like Ice Golems and Steel Golems. If your
opponent summons one of these cards (or even a Giant Turtle with any type of
healing,) then the effects of your Insanian Catapult will be almost crippled.
Since the 10 damage is dealt to one of your opponent's creatures randomly,
your opponent can use the "randomness" to his or her advantage. For example,
he or she can summon a Hydra. After 2 or 3 turns of hitting the Hydra, he or
she can summon another creature. After the second creature gets hit once or
twice, he or she can summon a third creature to absorb some damage. By then,
the Hydra will regenerate by itself and other healing spells can be used to
cure the other 2 creatures. After summoning 2 more creatures, the chances of
finishing off the Hydra before it heals itself is slim. An Insanian Catapult
has only 35 life, so it'll also be somewhat easy to destroy. It'll be useful
by damaging high-costing creatures with low life: Astral Guard, Mind Master,
Ancient Horror, Bargul, Damping Tower, Mindstealer, Orc Chieftan, Mintosaur
Commander, Fire Elemental, or Ice Guard. It can also provide extra damage
when trying to take down a Master Healer and your opponent's other creatures
being healed, or a Troll or Hydra. However, if your Insanian Catapult is
destroyed too soon, then your opponent will just heal his or her creatures,
and the attempt in trying to take down these creatures will probably cost you
the game.
5. Chaos Wave is a spell that cost 4. It heals your creatures and damages
your opponent's creatures at the same time. It's best to use when you and
your opponent both have many creatures already summoned. It's beneficial to
use it when your creatures have a low amount of remaining life; doing so will
make your opponent change his or her plans and will prevent future damage to
you by preventing your opponent destroying your creatures with a spell,
causing his or her creatures to attack you instead of your creatures. Using
it when your opponent's creatures have a low amount of life will give you a
chance of killing them. Killing your opponent's creatures will stop them
from attacking you and your creatures during future turns. Killing your
opponent's creatures will also make some of your creatures unblocked, so
you'll deal damage to your opponent instead of your opponent's creatures.
Dealing damage from one of your high-powered creatures could win you the
game. Combining all of these effects makes this spell extremely powerful in
ideal situations. On the other hand, as mentioned above, not using this
spell leaves your opponent guessing if you have Chaos Wave or Chaos Bolt.
By not using this spell, you have a good chance of making your opponent not
summoning a powerful creature early on because he or she wouldn't want to get
it killed with a single Chaos Bolt. For example, your opponent probably
wouldn't summon a Giant Turtle on the first or second (or even third turn) if
there's a chance that you have Chaos Bolt. After a few turns passed,
summoning something other than a Giant Turtle may be more beneficial, you
might have forced your opponent to use weaker water cards and no longer has
enough mana to summon a Giant Turtle, your opponent might have to use other
more important cards to stay alive or to give better results,