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Orothe Reviews

 

Magi

 

1.O'qua

Starting energy - 11

Energize - 4

Starting hand - Orothean Belt, Submerge, Implosion

Power - Conjure: Search through your deck for any one

creature to bring into play. Orothe Creatures get four

energy, Creatures from any other region get two energy.

Rating - 10

Reason - One reason why some people wouldn't give her a 10 is because of her low starting energy and low energize but that power just screams let me attack first turn with a 9e Coral Hyren. This is a review on the card so I can't get into all the combo's that you could use but just think about these prime cards. Wellisk, Abaquist, Coral Hyren, Giant Parathin, etc....

 

2. Mobis

Starting Energy - 16

Energize - 5

Starting hand - Bwill, Wellisk, Submerge

Effect - Legacy: If Mobis is defeated, add three

additional energy to your next Magi.

Rating - 8

Reason - Mobis is probably one of the best starting Magi's in the game. Pull the Wellisk out and just sit back while they have to either loose a creature or pay the energy to get rid of him. That's a nice starting hand but I give him the 8 because he just doesn't have that great of an ability. It's good and all when playing with a low power Magi like O'qua but how many decks do you know that really need that extra three energy. Now I didn't give him lower than that though because if your next Magi is Trug and you've already defeated 2 of there Magi then it is game over. So if I played with an Orothe deck I would definatly have him as my first Magi. Great defence at the beginning.

 

3. Blu

Starting Energy - 14

Energize - 5

Starting Hand - Orathan, Submerge

Effect - Artifice: Every time you play a relic, you may pay

one energy to draw a card.

Rating - 7

Reason - Blu is by far a very powerfull Magi. Especially if you have him second after drawing many, many cards. Because once you have your cards. You should have a substancial amount of relics and you could keep drawing and drawing. And with a Warrior's Boot's, a Ring of Secrets and an Abaquist, you can take about anything you want. Run out of room for those extra relics, relic stalker your own relics and then play them again.This is a great power and that's not the reason I'm giving him a 7. I'm giving him that rating because For one you have to depend on the drawing card factor, if you didn't draw enough cards before him all you have is a Magi with alot of energy to go to waste. Another reason is his starting hand, I've been looking for weeks to figure out the combo and I don't see one at all. But all-in-all he's a great Magi if you have the card drawing power.

 

4. Ebylon

Starting Energy - 13

Energize - 5

Starting Hand - Orpus, Sea Barl, Submerge

Power - Shatterwave: 1e, Discard one of an opposing Magi's

relics from play.

Rating - 8

Reason - I know alot of ya'll are thinking why in the world did I give him an 8. Well his starting enrgy and energize are very descent, his starting hand has creature and relic protection, he has drawing card power, and for one energy he can take out an relic. I don't know about you but I've caught myself in many predicaments to where I couldn't do anything because of my opponents relics. It also handicaps your opponent like getting rid of water of lifes, robe of ages, robe of vines, energy band, etc...

 

5. Orlon

Starting Energy - 10

Energize - 6

Starting hand - Abaquist, Sea Barl, Submerge

Effect - Anti-Magic: Any Barl or Wellisk controlled by

Orlon cannot be affected by an opposing Magi's Spells.

Rating - 9

Reason - I would've given this card a 10 but the weak starting out power has gotta go, especailly if he is your first Magi. But I did give him a 9 because what are you gonna do to a Wellisk that can't be the target of spells. . .loose a creature that's what you're gonna do. Throw in some Wellisk Pups and he can be down right mean. And finally after your opponent gets a creature out what do ya do???Take him away by using your Abaquist and Submerge. Orlon - The man with the built in combo..and oh yeah he has card drawing too.

 

6. Orthea

Starting Energy - 15

Energize - 5

Starting hand - Sphor, Paralit, Corf

Effect - Salvage: Whenever Orthea loses energy from an

opposing Magi's Spell or Relic, you may add that energy

to any Orothe creature.

Rating - 7

Reason - Given that she does come out energized at 20e and when she loses energy from a spell or relic she adds it to an Orothe creature she isn't all that bad. But those cards she comes out with. The only Combo I could find with her was to play with her second and have Trug last. Pop out a Giant Parathin on her get Trug out use the Paralit and then go back to her. Which isn't bad at all. But other than that I don't see why anyone would want to make her your major Magi in a deck.

 

7. Whall

Starting Energy - 10

Energize - 5

Starting Hand - Deep Hyren, Karak, Submerge

Power - Dream Twist: 5e, Discard any one of your creatures

from play. Play a creature from your hand without paying

it's energy cost. The new Creature has full energy.

Rating - 7

Reason - With Whall being so low in power and his power being very influential you would have to play with him either second or third. Preferably second. The main cards you should probably hold in your hand for him are...Abaquist, Colossus, and Warrior's Boots. Mainly because you get a Submerge as his starting hand so you could seal one of your opponent's creatures, attack with it and then pay 5e to bring in your Colossus if you don't want to attack yet, just sacrifice the creature you just stole and attack with a 12. His starting hand is nice and everything it's just it has no place with what his power does that's why I gave him a 7. (Besides if you cast everything in his hand right off the bat that leaves you with 2e on your Magi and only two creatures out in play.)

 

On to the Creatures of the Mighty Orothe

Creatures

 

1. Coral Hyren (Rare)

Starting Energy - 4

Effect - Spelltap: Whenever you play an Orothe Spell, add

one energy to Coral Hyren.

Rating - 9

Reason - I would've given Coral Hyren a 10 but I feel that in order for a creature to get a 10 it should be able to be used as though it were a Universal card. I'm not doubting that he isn't a very powerful card at all I run three in all my Orothe decks. (But the picture coulda used some work.)

 

2. Deep Hyren (Rare)

Starting Energy - 6

Power - Hurricane: 6e, Discard any one of your creatures

from play to remove three energy from every non-Orothe

Creature and Magi.

Rating - 4

Reason - This card is by all means powerful. But what you have to sacrifice really isn't worth that much of the hassel. Not only do you pay 6e destroying the Hyren if but you have to discard another creature as well to just do 3e to your opponents creatures and Magi. I think it's a very very bad rip-off of the Xyx Elder which if used with Ora doesn't kill itself and can kill multiples of creatures 6e and lower. Sorry Deep Hyren. . .

 

3. Megathan (Rare)

Starting Energy - 8

Effect - Feed: Add one energy to Megathan at the end of any

turn in which Megathan defeated a creature.

Rating - 6

Reason - His effect is good and all if you plan on keeping him out there for a while, but I'll tell you one thing, you're opponent doesn't plan on letting you keep him out there for longer than one turn if they can help it. This creature causes a great threat but for 8e it's kinda taking a chance.

 

4. Orathan (Rare)

Starting Energy - 5

Effect - Engulf: If Orathan attacks a Creature with less

than three energy at the start of the attack. Orathan

gains two energy before energy is removed.

Rating - 7

Reason - I find Orathan to be at the ideal energy to have this power. Sure he doesn't do anything if he attacks a creature 3e or higher but if he attacks a creature of 2e he doesn't lose anything. And if he attakcs a creature at 1e he actually gains an energy.

 

5. Platheus (Rare)

Starting Energy - 6

Power - Soporific: 2e, Choose an opposing creature. That

Creature cannot attack during it's owner's next turn.

Rating - 5

Reason - Again this creature is ideal for it's power but his power really isn't that great unless you're stopping something huge from attacking like Colossus. So unless you really want to sacrifice a 6e creature just so his 12 can't attack you next turn go for it...more power to ya...Well actually not.

 

6. Giant Parathin (Rare)

Starting Energy - 10

Power - Interchange: Discard Giant Parathin from play to

discard your current Magi and bring another Magi into

play face up. Put the discarded Magi on the bottom of

your Magi pile, face down. You may keep your relics in

play. The new Magi gets energy equal to it's starting

energy.

Rating - 9

Reason - About as broken as you can get. The only problem with this little bugger is that he costs 10e to come out. With a little help from O'qua, she can fix that right away.

 

7. Abaquist (Uncommon)

Starting Power - 1

Power - Possess: Discard Abaquist from play to take control

of any Creature that has less energy than Abaquist.

Rating - 9

Reason - Would've given a ten but don't know of many many cards that would give an Orothe creature energy other than Lightning, Grow, Tap Roots. The power to take your opposing Magi's creature and then use their power against them is unbelievably crucial to any Orothe deck a must have.

 

8. Karak (Uncommon)

Starting Energy - 5

Power - Steal: 2e, Take any one relic from an opposing Magi

and place it under Karak. That relic cannot be played or

used by the relic's owner while it is under Karak. When

Karak leaves play, return all relics under it to their

owner's hand.

Rating - 4

Reason - This card can be affective in it's own but to only be able to do his power twice it's kinda weak. About the only time you would use this is if your opponent has a water of life out and you want them to miss out on that extra energy.

 

9. Paralit (Uncommon)

Starting Energy - 3

Power - Life Channel: 1e, Discard Paralit from play. Add

five energy to your Magi. Remove one energy from each of

your Creatures as well.

Rating - 3

Reason - This card is a good blocker if that's what you would use him for. The only time I would ever use his power though is to Get enough energy to take out their Magi, or to use Trug's power on first turn. Other than that...........He's a good blocker????

 

10. Corf (Common)

Starting Energy: 3

Power - Final Blow: 3e, Choose any one creature that was

attacked this turn. Discard that creature from play.

Rating - 4

Reason - Hey, have you ever wanted to see your Bwill do the exact opposite than what his card says well try out Corf. Also if you have out the Orothean Gloves your Corf doesn't die. Great card to get rid of those high creature types...other than Colossus.

 

11. Wellisk (Common)

Starting Energy - 3

Effect - Dream Barrier: When a creature is being played,

you may discard Wellisk from play. If you do so, also

discard the creature that is being played and all of the

energy used to play that creature.

Rating - 10

Reason - I don't see why you wouldn't play with this creature in any deck. This creature is basically the only counterspell in the game. play him alongside of a Sphor and watch you discard one of their creatures and your Sphor get bigger.

 

12. Orpus (Common)

Starting Energy - 3

Effect - Relic Guard: If your opponent discards one of your

relics from play, you may remove one energy from Orpus

instead of discarding the relic.

Rating - 3

Reason - This card is a mediocre card. It has it's good and bad moments. It's not bad for creature blocking and if you want to keep your relics in play. But face it, there aren't many people worrying about getting rid of your relics in play, they're more interested in getting your creatures out of play. Think about it.

 

13. Sea Barl (Common)

Starting Energy - 4

Power - Lore: 3e, Draw two cards.

Rating - 5

Reason - This card is also one of those mediocre cards. It has drawing power, and is still left there for defence. And again if you have the Orothean Gloves in play you then have a 2e blocker or a next turn card drawer.

 

14. Wellisk Pup (Common like it's daddy)

Starting Energy - 2

Effect - Erratic Shield: If Wellisk Pup is attacked, roll

one die before energy is removed.

1,2,3,or 4 = Add three energy to Wellisk Pup

5 or 6 = Discard Wellisk Pup from play.

Rating - 4

Reason - With the chances of your role going wrong it's kinda pointless but it's worth 2e to see if you can get rid of a 5e creature.

 

15. Sphor (Common)

Starting Energy - 2

Effect - Scavenge: Every time one of your creatures is

discarded from play, add one enrgy to Sphor.

Rating - 3

Reason - He's a good blocker and has a nice power but don't think that your opponent won't look at that power while he is deciding what to do with you.

 

16. Bwill (Common)

Starting Energy - 1

Effect - Karma: If Bwill is attacked and defeated, discard

the attacking creature from play.

Rating - 5

Reason - I would've given him a higher score if he weren't so easy to be taken out (Nimbulo's power, Rod of Coals, Tap Roots, etc...) But I had to give him a 5 for now just because he is the only creature or anything to be able to take out a Colossus until the Unlimited set comes out. You go Bwill.

 

Geezzzzzzz.....This is long.....Hope your still with me because I'm not......Let me catch my breathe.......:sighs:...... Ok on to the Spells....

 

Spells

 

1. Entangle (Rare)

Casting Cost - 3

- Choose any Magi. That Magi cannot play any spells during their next turn.

Rating - 5

Reason - This card is iffy now if they don't have any creatures out this card can be good up until they play a Warrior's Boot's and a creature then you're out of luck. But other than that it's an ok card.

 

2. Typhoon (Rare)

Casting Cost - 8

- Roll one die. Remove that much energy from each non-Orothe Deep Creature in play.

Rating - 7

Reason - This card has promise although it is the same card as an Xyx Elder but just cost's more. It does get the job done just wish it didn't cost so much.

 

3. Will of Orothe (Rare)

Casting Cost - 6

- During your opponent's next turn your opponent's creatures may not use powers. You also choose whether or not they attack and which creatures they attack. (A creature may not attack another creature controlled by the same Magi.)

Rating - 5

Reason - A little low for a rare but what can you do. The most you could do is cast this along with Entangle and make their Colossus charge at your Bwill but other than that nothing else.

 

4. Undertow (Uncommon)

Casting Cost - 5

- Discard any one creature from play. That creature's owner shuffles that creature back into his or her deck.

Rating - 8

Reason - This card has promise especially if you have a Giant Parathin but don't want to use it's power until your O'qua makes her stage appearance. But O'qua only goes for your deck so, Undertow your Giant Parathin and then a-go searching for it once she comes out other than that, you're just stuck with taking out one of their creature's...how boring...:yawn:...

 

5. Tidal Wave (Uncommon)

Casting Cost - 6

- Discard any one creature of your choice from play. For an additional four energy you may discard a second creature from play.

Rating - 9

Reason - Not only can this card be used in many of the decks already out there but you can get rid of 2 creatures. My god is that powerful. All this card is, is like having 2 Shockwaves in one card. Very Powerful. And with a Robe of Ages it's even more powerful.

 

6. Implosion (Common)

Casting Cost - 1

- Discard any number of Orothe cards from your hand. Remove one energy from any one Magi or Creature for every card that you discarded.

Rating - 5

Reason - This card gets it even because if you're playing with an Orothe deck you could play a Hubdra's Spear and then Implosion for one and to get rid of a Magi for only 5e that is phenominal.

 

7. Submerge (Common)

Casting Cost - 2

- Add three energy to any one Orothe Creature in play.

Rating - 7

Reason - This has got to be one of the best adding energy to creature spell in the game. Add in an Orothean Belt and a Robe of Ages and you just paid 1 energy to add 4 energy to any creature.

 

And Finally I made it to the relics........Good Gawd..................My back is killing me....Anyways down the final stretch...Here we go....Pray for me.

 

Relics

 

1. Hubdra's Spear (Rare)

Power - Stab: 4e, If an opposing Magi has no creatures in play, you may discard Hubdra's Spear from play to remove all but one energy from that Magi.

Rating - 7

Reason - Now that is power. Hold back an Implosion and it's lights out. This combo works wonders in a Multi-player game.

 

2. Orothean Gloves (Rare)

Effect - Empower: Each of the powers on your creatures cost one less energy to use, to a minimum of one.

Rating - 4

Reason - This card works well with the small little point that people forget. The card say's "...to a minimum of one..." So therefore your Abaquist that's power just happened just cost you one energy to do. That can hurt in that type of deck. Although it can be good for Deep Hyren and creatures similar to him.

 

3. Orothean Belt (Uncommon)

Effect - Hydromancy: Every Spell of yours that adds energy to a creature adds one additional energy.

Rating - 7

Reason - In an Orothe deck this would've got a 10. But overall the different decks I gave it a 7. The reason I would've give it a 10 is say you had just Conjured (See O'qua) for a Coral Hyren. If you had out a Robe of Ages, the Orothean Belt and a Submerge in your hand, you would have a very powerful creature to attack first turn. Lets see how big he would be....

 

4e = Coral Hyren

+1e = Orothean Belt

+3e =Submerge (remembering to only take off one. ROA)

+1e = Coral Hyren's Effect

----

a 9e Coral Hyren who thinks you just called him a bad name.

Ouch.

 

4. Orothean Goggles (Uncommon)

Power - Foresight: Look at the top two cards of your deck. You may discard either of these cards, or put them back on top of your deck in any order.

Rating - 5

Reason - Knowing what is going to come into your hand is very useful and also knowing that you aren't gonna get a useless card is also good to know.

 

5. Corf Pearl (Uncommon)

Power - Weathercall: Roll one die:

1,2,or 3 =Remove three energy from your Magi;

4 or 5 = Remove two energy from anyone creature;

6 = Add three energy to any one creature.

Rating - 2

Reason - With the chances of thisrelic going bad there is no reason why you should have this in your deck unless for drawing power for your Blu.

 

DjBuddaH

 

"Don't eat wild forest mushrooms. . .unless they're wild orange forest mushroom's with feet."