Brethren of Chaos is a game belonging to family of TKG ARENA games, expanding on the framework introduced in The Elemental Kings and Rise of the Magi.
There are two ways to win Brethren of Chaos.
1) The opponent’s life drops to 0
2) The opponent runs out of oinks and is unable to pay the DECK OUT cost when required.
● Dead Hand: The situation where the player retains numbers that are redundant in their strategy, preventing better, more useful cards from being drawn.
● Monster Wall: A row of 3 monsters preventing direct attacks from being made on the player
This strategy aims to
1) force the opponent to make as many bad decisions as possible (between using single cards for defending against single cards or to form combination, playing 5s for forming combinations or holding them to save OINKS)
2) utilise the monsters as much as possible as both a wall to defend, also to force the opponents to defend against single card attacks
3) try to ensure that each card from the deck has the maximum utility
Using single card attacks also excels against decks with high numbers of OHIF monsters that assumes face values for defence hands, as their abilities will be made redundant.
In the Brethren of Chaos expansion, there are 60 monsters, however there are only 16 monsters with both life and attack 2 and above (17 if flame dicer is included). Coupled with the fact 11 of those monsters have abilities that require specific spell cards, the chance of those monsters being chosen by the opponent is very low, therefore generally the major threat to monsters above 2 life only comes from the opponent's deck.
During a typical game, TWINS are generally much more common compared to the rest of the combination types, and in this strategy, the player might need to be aware against the threat of TWINS, and to properly protect themselves against it.
However, in the chance that the opponent is focused on utilising 5 card combinations, the storage of 5s for the VALUE CHARGE will discourage SERIES from being played for those not familiar with the rules, and encourage the formation of a "dead hand" for those familiar with the rules.
Hell Swine (2 life, 1 attack, ASHW) – Monster adds 2 damage for each value of 5 used as part of an attack hand
Bone Ripper (2 life, 1 attack, ASHW) – Monster adds 2 damage for each value of 6 used as part of an attack hand
Horn Drake (2 life, 3 attack, UKELELE) – Monster may redraw and use a new attack hand in the same turn when [Skin Radar] is not in play
Bushfang Female (2 life, 2 attack, OHIF) – Monster may use and discard [Stone Spikes] to reflect damage inflicted back to the attacker
Bushfang Male (2 life, 3 attack, OHIF) – Monster adds 2 damage when [Bushfang Female] is removed from play
Snare Seal (2 life, 3 attack, ESBNER) – Monster may drain 1 life from enemy player to player when [Octoweb] is in play
Octoweb (2 life, 1 attack, ESBNER) – Monster restores 1 life to player for each value of 4 discarded from current hand to the grave directly
Bandit Bob (1 life, 2 attack, ESBNER) – Monster restores 1 life to player for each value of 1 discarded from current hand to the grave directly
Allocation of Oinks
Extra layers (OHIF 2) – This card absorbs up to 5 damage against any attack
Energy shift (ESBNER 2) – Transfers 5 cards from grave back to deck
Mana Leak (ASHW 2) – Target picks a card from own deck and loses a number of cards equal to the face value from deck to the grave
The strategy of this deck is to utilise as much of the hand as possible, using the numbers 1 and 4 to heal, using 2s as their spell effects, using 3s to attack with the monsters, coupling 5 and 6s with the ASHW monsters, and leaving 7 to 9s to be used as direct defence or attack, depending on the situation. [Horn Drake], monsters that have more than 1 damage and UKELELE monsters that are able to assume numbers to form pairs for attack hands should be targeted with extreme prejudice. ASHW monsters that are able to use specific numbers to deal extra damage can be targeted when there are no other monsters to target. OHIF monsters that assume numbers to form pairs for defence hands can mostly be ignored, unless they are used to form a monster wall. The spells are chosen to increase the longevity of the deck, delaying an early DECK OUT and to force the opponent to DECK OUT faster. Another thing to be aware of is the allocation of OINKS that the opponent has, and to both target the type of OINKS that the opponent has the least number of, and to avoid killing monsters of that same type. As for the SPIRIT STORE, we just need to store 1 of each type of monster.
Select [Horn Drake] as the free starting summon. This is important as [Horn Drake] has 2 life and 3 attack, along with the ability to redraw the attack hand when [Skin Radar] (which is not included in the standard monster deck) is not in play this allows us to plummet the opponent as much as possible before they form their wall. Another point is that [Horn Drake] is our only UKELELE monster in the deck, and summoning it at the start ensures that we will always have a UKELELE monster in the spirit store when it dies.
Summon the first Monster in the Monster pool, and store UKELELE charge in the charge bar if no values of 5s come up. If cards with values of 5 are drawn into the hand, play them and store them as value charge. Expend the entire hand, then utilise the ability of [Horn Drake] redraw and to continue attacking. If the opponent decides to defend, they are likely to be dismantling their combinations to defend, if they aren't, it is likely they will lose ~5 life. An important point to note is to keep a pair if it comes up, for defence against TWIN attacks. Do not be afraid of DECKING OUT due to the ability of [Horn Drake], for the opponent loses an equal number of cards if they are defending, or loses life if they don’t.
After 2 rounds of attacks, the monster wall should be up by now, unless the opponent has been focusing on the monster wall. If so, then dependent on the strategy that the opponent is using, countermeasures should be planned. If the opponent is using mostly TWINS and TRIPLES to take down the monster wall, then we should stock TWINS and TRIPLES in our hands accordingly. If they are using 5 card combinations such as SERIES or FLASH, do nothing. This would have meant that the opponent wasted their entire hand and their turn just to kill 1 monster. By now, it is likely that [Hell Swine] shows up top of the MONSTER DECK. If the value charge of 5 is almost complete, we can choose to discard [Hell Swine] directly into the SPIRIT STORE if we feel that the opponent would not be able to break down the wall, or else we can use it to build our wall
It is highly likely that we would have DECKED OUT once by now. This is to be expected, and our opponent should have either DECKED OUT once or is going to DECK OUT. The situation should be quite dire for the opponent, for if they had summoned a monster every turn, they should be low on OINKS. When the opponent DECKS OUT, any 5 that enters their hand will facilitate the building of a dead hand, for if they either play/discard it, it gives us the opportunity to steal their OINKS, leading to their demise when they DECK OUT again. Yet, if they keep the 5s, it reduces their opportunities to build any combinations, hindering their chances to break down our wall, or to defend against our attacks. If the opponent has 0 of a single type of OINK left, do not hesitate to use SPIRIT BLAST to end the game.
● Extremely powerful against OHIF decks, especially those using OHIF monsters that assumes face values for defence hands.
● Is relatively easy to play, yet in the hands of a master with knowledge of the monsters and utilising some card counting will be extremely hard to counter.
● If the opponent has a balanced number of different types of monsters, they might be able to successfully utilise SPIRIT CYCLE to pay for the DECK OUT cost. In that case, the VALUE CHARGE will serve to prevent us from dying to DECK OUT, and we should aim to win by reducing the opponent life to 0.
● Against opponents with large numbers of high damage spells, it is likely that the wall of monsters would not hold, and the attacks may overwhelm the player.