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Now YMMV


* ObviousBeta:
** The card game was, to say the least, not very well balanced on release. [=UnderWorld=] had strong cards up the wazoo while it was hard to even build cohesive decks around the other three tribes, and cards tended to have downright puzzling attributes with little overall cohesion in the first few sets. This was best exemplified by the Dawn of Perim starter decks, which not only featured numerous creatures with poor synergy (even when the creatures themselves weren't just nigh-unplayable), but also didn't even hit the 20 build point limit for their attack decks. It wasn't until Silent Sands and especially the M'arrillian Invasion block that tribal identities finally started to settle down and card designs became more reasonable (read: not unplayably bad in most cases).
** The online client was also poorly polished, with loads and loads of bugs revolving around even simple scenarios like two engaged creatures dying at the same time. Notably, most cards interacting with the discard pile (among others) didn't even work properly, numerous card interactions contradicted the official rules, and while the site hosted a banlist, it had little to do with game balance and everything to do with the cards in question ''not being properly implemented''; a particularly notorious example was Gintanai, the Forgotten[[note]]a Creature intended to have the drawback of forcing you to sacrifice a creature every time it wins combat... except the client ''didn't properly restrict you to sacrificing your own Creatures''[[/note]]. Many cards, like Siril'ean, the Songthief, never even became playable online before the website went down simply due to them ''never being coded in correctly''.
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''Chaotic'' is a [[CollectibleCardGame trading card game]] that was made alongside the [[WesternAnimation/{{Chaotic}} show of the same name]]. Originally based on a Danish game called "Gnolls and Gorks", Chaotic eventually evolved into the card game we know today and was officially released in 2006, along with a (now defunct) [[http://www.chaoticgame.com/ website]] which allowed people to play the game online.

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''Chaotic'' is a [[CollectibleCardGame trading card game]] CollectibleCardGame that was made alongside the [[WesternAnimation/{{Chaotic}} show of the same name]]. Originally based on a Danish game called "Gnolls and Gorks", Chaotic eventually evolved into the card game we know today and was officially released in 2006, along with a (now defunct) [[http://www.chaoticgame.com/ website]] which allowed people to play the game online.
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* ThereCanBeOnlyOne: The Unique and Legendary labels. If a card is Unique, you can't use another card of the same name in your deck, and you can only have a maximum of one Legendary card in your entire deck.

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* ThereCanBeOnlyOne: UniquenessRule: The Unique and Legendary labels. If a card is Unique, you can't use another card of the same name in your deck, and you can only have a maximum of one Legendary card in your entire deck. Loyal is a variant that disallows Creatures from other Tribes if you include the card in your deck.
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* CCGImportanceDissonance: A given for a card game with a tie-in show.
** Dawn of Perim was particularly bad about cards from the show getting underwhelming representations in the actual card game, with Intress and Tangath Toborn being two of the more notable examples. Both were portrayed as being very powerful creatures in the show, but in the physical game, their initial cards were quite weak even for the time.
** Fortissimo, in the show, was portrayed as a fairly potent Mugic for the ability to temporarily grow a Creature to massive size, boosting their strength accordingly. How was this represented in the actual card game? Granting a creature a pathetic 5 Energy and 5 to each Discipline, which is the tiniest step up possible from doing ''nothing whatsoever''.


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* WeaponOfXSlaying:
** The Doomhammer grants its wielder bonus damage against Danians and [=UnderWorlders=] specifically in addition to its other effects.
** Danihilation, as the name suggests, deals bonus damage to Danians.
** Reckless Reproach and Reckless Defeat deal additional damage to the receiving Creature equal to the Recklessness it has. While it doesn't specifically say so in the text, they're specialized for doing massive damage to Warbeasts, which usually have huge Recklessness values (and, perhaps not coincidentally, those two cards were released in the same set as the first Warbeasts).
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* VideoGameStealing: Vlar's card has the unique ability to swipe the opposing engaged Creature's Battlegear at the start of combat if he doesn't have one himself. He doesn't even have to be fighting that Creature, or even near them, in order to do it.
* YoureNothingWithoutYourPhlebotinum: On a meta level, Kha'ralls, the M'arrillian fighters, were designed around this. They gain powerful benefits and a lot of Energy by being equipped with [[AmuletOfDependency specific Shard Battlegear]], but to offset these bonuses, they universally have poor stats on their own; removing their Battlegear by any means usually results in them going down very quickly.

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Chaotic is a Trading Card Game that was made along with the [[WesternAnimation/{{Chaotic}} show of the same name.]] Originally based on a Danish game called "Gnolls and Gorks", Chaotic eventually evolved into the card game we know today and was officially released in 2006, alongside a (Now Defunct) [[http://www.chaoticgame.com/ website]] which allowed people to play the game online.

Basic gameplay is done on 2 boards, each with 10 creature spaces arranged in a triangular pattern, although all 10 were almost never used at the same time, typically only triangles of 6 or 3 spaces on each side were used. The goal is to simply defeat all of your opponents creatures. Creatures had 5 stats, 4 potential elements, various abilities, and up to 3 starting Mugic counters, which were used to cast Mugic, powerful spells that could rellibly change the flow of the game. In additon creatures could be equipped with battlegear to boost their strength even more. You could only have as much mugic and battlegear as you do creatures (For example in a 6v6 game, you start with 6 battlegear and 6 mugic). Battles are initiated when one creature moves into an enemy creature's space, and they consisted of flipping a location card for additional effects and to figure out who went first.

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Chaotic ''Chaotic'' is a Trading Card Game [[CollectibleCardGame trading card game]] that was made along with alongside the [[WesternAnimation/{{Chaotic}} show of the same name.]] name]]. Originally based on a Danish game called "Gnolls and Gorks", Chaotic eventually evolved into the card game we know today and was officially released in 2006, alongside along with a (Now Defunct) (now defunct) [[http://www.chaoticgame.com/ website]] which allowed people to play the game online.

Basic gameplay is done on 2 two boards, each with 10 ten creature spaces arranged in a triangular pattern, although all 10 were almost never used at the same time, typically only triangles of 6 six or 3 three spaces on each side were used. The goal is to simply defeat all of your opponents creatures. Creatures had 5 five stats, 4 four potential elements, various abilities, and up to 3 three starting Mugic counters, which were used to cast Mugic, powerful spells that could rellibly reliably change the flow of the game. In additon addition, creatures could be equipped with battlegear to boost their strength even more. You could only have as much mugic Mugic and battlegear as you do creatures (For example creatures.[[note]]For example, in a 6v6 game, you start with 6 six battlegear and 6 mugic). six Mugic.[[/note]] Battles are initiated when one creature moves into an enemy creature's space, and they consisted of flipping a location card for additional effects and to figure out who went first.






!!Provides examples of:

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!!Provides !!The ''Chaotic'' TCG provides examples of:



* ThereCanBeOnlyOne: The Unique and Legendary labels. If a card is Unique, you can't use another card of the same name in your deck, and you can only have a maximum of one Legendary card in your entire deck.

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* ThereCanBeOnlyOne: The Unique and Legendary labels. If a card is Unique, you can't use another card of the same name in your deck, and you can only have a maximum of one Legendary card in your entire deck.deck.
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Fixing indentation.


* HomeFieldAdvantage: Location cards often have just as much of an impact on battle outcomes as creatures and attacks. In addition to possessing abilities of their own that affect Creatures in combat, Locations also have an Initiative label that determines who gets the first hit. Ideally, you want your deck to have Locations with abilities that synergize with your creatures and Initiative checks that your creatures can reliably win.

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* HomeFieldAdvantage: HomeFieldAdvantage:
**
Location cards often have just as much of an impact on battle outcomes as creatures and attacks. In addition to possessing abilities of their own that affect Creatures in combat, Locations also have an Initiative label that determines who gets the first hit. Ideally, you want your deck to have Locations with abilities that synergize with your creatures and Initiative checks that your creatures can reliably win.
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Up To Eleven is a defunct trope


* ElementalPowers: Creatures can have [[PlayingWithFire Fire]], [[MakingASplash Water]], [[DishingOutDirt Earth]], and [[BlowYouAway Air]] elements to allow them to do extra damage with attacks using those elements. Creatures can also have "Element X" abilities (e.g. "Fire 5," "Air 10," and so forth) that boosts any elemental damage they deal. Each tribe is also associated with a primary and secondary element: Underworlders favor Fire and Air, Danians tend to use Earth and Water, Mipedians often come with Air and Earth, and Overworlders lean towards Water and Fire. M'arrillians take it UpToEleven by using Water exclusively, with only one or two exceptions.

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* ElementalPowers: Creatures can have [[PlayingWithFire Fire]], [[MakingASplash Water]], [[DishingOutDirt Earth]], and [[BlowYouAway Air]] elements to allow them to do extra damage with attacks using those elements. Creatures can also have "Element X" abilities (e.g. "Fire 5," "Air 10," and so forth) that boosts any elemental damage they deal. Each tribe is also associated with a primary and secondary element: Underworlders favor Fire and Air, Danians tend to use Earth and Water, Mipedians often come with Air and Earth, and Overworlders lean towards Water and Fire. M'arrillians take it UpToEleven up to eleven by using Water exclusively, with only one or two exceptions.
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* FlavorText: Some cards have this, and the text can range from a simple joke to revealing lore not even found in the show. Some of the notable ones are hinting at a secret connection between [[ArchEnemy Intress and Takinom]] and Rarran being a creation of Mommark.

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* CriticalExistenceFailure: Very much in play; because of game mechanics removing all damage taken by Creatures at the end of each turn, a Creature is not down and out until it's at 0 since [[FromASingleCell it'll be good as new next turn]] if you don't kill it. This is also why healing is always saved until the last possible moment, since if you won the fight and didn't need the heal, you just wasted it.



** Stelgar both [[SubvertedTrope subverts]] and plays this trope straight. [[http://vignette2.wikia.nocookie.net/chaotic/images/6/60/Stelgar01.png/revision/latest?cb=20090325183725 Normal Stelgar]] has a good 65 on all stats and the typical underworld elements, fire and air, ''and'' it gains more in every stat except energy every time it does attack damage. However, grow its power stat too much, and Stelgar [[HoistByHisOwnPetard destroys itself.]] On the other hand, play Stelgar in a [[BrainwashedAndCrazy minion]] deck and it changes to gaining mugic counters every time it wins a battle, which, unlike the power stat, can be used up in a productive way, so it becomes a viable muge. In Stelgar's second card, [[http://vignette2.wikia.nocookie.net/chaotic/images/e/e6/Stelgar.png.png/revision/latest?cb=20100219212100 Stelgar, Vicious Mutation]] it plays this trope ''extremely'' straight. It starts with the water element, which is unusual for Underworlders, and 20 in every stat. However it gains 10 in ''everything'' at the end of each turn. Protect Stelgar long enough and it will grow into a massive creature with over 100 in ''every stat.'' Then equip some element gaining battlegear on to it. Now you've got a complete ''monster''.

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** Stelgar both [[SubvertedTrope subverts]] and plays this trope straight. [[http://vignette2.wikia.nocookie.net/chaotic/images/6/60/Stelgar01.png/revision/latest?cb=20090325183725 Normal Stelgar]] has a good 65 on all stats and the typical underworld elements, fire and air, ''and'' it gains more in every stat except energy every time it does attack damage. However, grow its power stat too much, and Stelgar [[HoistByHisOwnPetard destroys itself.]] On the other hand, play Stelgar in a [[BrainwashedAndCrazy minion]] deck and it changes to gaining mugic counters every time it wins a battle, which, unlike the power stat, can be used up in a productive way, so it becomes a viable muge.muge... [[OvershadowedByAwesome in theory, since M'arrillians already have Fluidmorphers and the likes]]. In Stelgar's second card, [[http://vignette2.wikia.nocookie.net/chaotic/images/e/e6/Stelgar.png.png/revision/latest?cb=20100219212100 Stelgar, Vicious Mutation]] it plays this trope ''extremely'' straight. It starts with the water element, which is unusual for Underworlders, and 20 in every stat. However it gains 10 in ''everything'' at the end of each turn. Protect Stelgar long enough and it will grow into a massive creature with over 100 in ''every stat.'' Then equip some element gaining battlegear on to it. Now you've got a complete ''monster''.



** Even among the M'arrillians, Gan'trak's ability is completely unique and deck-defining. While active, Gan'trak causes your attacks to drain the opponent's disciplines instead of their Energy and destroys creatures with 0 in all disciplines. While creatures tend to have higher disciplines than Energy, meaning that you'll likely need more damage to kill with Gan'trak than regular damage, this also wreaks havoc on opponents that depend on discipline-based attacks, and M'arrillians have numerous ways to exploit this ability, with cards like Fal'makin and the Requiem Mugics to instantly pop creatures as soon as their weakest discipline is drained and Neth'uar to deal more damage against weakened opponents.

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** Even among the M'arrillians, Gan'trak's ability is completely unique and deck-defining. While active, Gan'trak causes your attacks to drain the opponent's disciplines instead of their Energy and destroys creatures with 0 in all disciplines. While creatures tend to have higher disciplines than Energy, meaning that you'll likely need more damage to kill with Gan'trak than regular damage, this also wreaks havoc on opponents that depend on discipline-based attacks, and M'arrillians have numerous ways to exploit this ability, with cards like Fal'makin and the Requiem Mugics to instantly pop creatures as soon as their weakest discipline is drained and Neth'uar to deal more damage against weakened opponents.
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* ObviousRulePatch: [[https://chaotic.fandom.com/wiki/File:Najarin,_Fluidmorphers%27_Foe.png Najarin, Fluidmorphers' Foe]] has an ability that gives him a Mugic counter whenever an opposing Creature gets one. They had to roll out a very quick errata to make it no longer trigger off Creatures named "Najarin" to prevent two copies of Fluidmorphers' Foe from causing infinite loops.

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** Sink Scream is a 5-cost Attack that can reduce the opponent's Disciplines to 0 depending on the user's Elements; with all four, it instantly drains all of the opponent's Disciplines. Normally this card would just be bad... unless you pair it with Gan'trak (which changes your attacks from dealing damage to draining Disciplines, and instantly destroys any Creature whose Disciplines have all dropped to 0), turning Sink Scream into a OneHitKill. However, this requires having all four Elements on a single Creature, which would be demanding in any tribe, let alone one whose multi-element options are as restricted as the M'arrillians, and the enormous build cost makes this strategy hideously inconsistent and fragile at the best of times as all it can do is, more often than not, to pray for Sink Scream to show up in your hand. While it's naturally entertaining to spontaneously vaporize your opponent's Creatures, such a luck-based strategy is naturally not going to win you many games.



* DifficultButAwesome: Danians are probably the most difficult of the original 4 tribes to play due to their plethora of different mechanics. Their main mechanic, Hive, requires a little bit of micromanagement to make sure that its active when you need it. Compost, which uses various Danians in the creature discard who buff the ones still alive, makes it so you need to gauge whether a creature is more valuable alive then it is in the ground. Finally Infect needs to be properly spread throughout both armies. However, master them and you'll find that Danians are capable of growing to ''insane'' stat totals as the game goes on.

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* DifficultButAwesome: Danians are probably the most difficult of the original 4 tribes to play due to their plethora of different mechanics. Their main mechanic, Hive, requires a little bit of micromanagement to make sure that its active when you need it. Compost, which uses various Danians in the creature discard who buff the ones still alive, makes it so you need to gauge whether a creature is more valuable alive then it is in the ground. Finally Infect needs to be properly spread throughout both armies. However, master them and you'll find that Danians are capable of growing to ''insane'' stat totals as the game goes on.on as well as being extraordinarily flexible in terms of strategies.
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** Song of Deflection is often a better [[{{Counterspell}} Refrain of Denial]] by letting you change the target of any single-target Mugic or ability, letting you steal opposing heals or [[HoistByHisOwnPetard destroying their Creature with their own damage Mugic]]. It's naturally bogged down by a hefty cost of 3, making it borderline impossible to cast when it was released[[note]]no Mipedian creature in Dawn of Perim had 3 Mugic counters, and abilities to gain Mugic counters and/or allow creatures to use other tribes' Mugic were nonexistent aside from Mugician's Lyre... and the only way to flip Mugician's Lyre face-up was to enter combat, which meant that just to use this, you had to try and fight with a SquishyWizard, namely Tiaane or Ubliqun[[/note]] and still very costly today as Mipedians are often chronically lacking in Mugic Counters. Xelfe is, to date, the only Creature that can cast Song of Deflection unaided, albeit at the cost of giving up his very useful ability.


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* {{Counterspell}}: The Refrain of Denial series is comprised of Mugic that negate other Mugic; the [=OverWorld=] version costs more but negates anything, while the [=UnderWorld=] and Danian versions negate only specific kinds. M'arrillians eventually got their own version, Denial Refrain of the Deep.
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** [=UnderWorld=] decks qualify as both this ''and'' DifficultButAwesome; they tend to focus on massive Mugic damage to destroy opponents as quickly as possible. The mechanics are fairly easy to grasp, and against other rookies, it's entirely possible to incinerate several fragile backrow Creatures before the first combat; however, to remain competitive against opponents that run anti-burn measures (which is to say, most competent ones), succeeding with UnderWorld requires both a solid build and good judgment on where and how to use your burn damage as the classic "spam damaging Mugic on backrow" strategy simply won't work.

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** [=UnderWorld=] decks qualify as both this ''and'' DifficultButAwesome; they tend to focus on massive Mugic damage to destroy opponents as quickly as possible. The mechanics are fairly easy to grasp, and against other rookies, it's entirely possible to incinerate several fragile backrow Creatures before the first combat; however, to remain competitive against opponents that run anti-burn measures (which is to say, most competent ones), succeeding with UnderWorld [=UnderWorld=] requires both a solid build and good judgment on where and how to use your burn damage as the classic "spam damaging Mugic on backrow" strategy simply won't work.

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** A Fluidmorpher with Heptadd's Crown or Muge's Tuningfork can use their near-endless supply of free Mugic counters on any Mugic card in the game, which makes it tempting to use them with otherwise-expensive Mugic cards from other tribes. However, building your entire Mugic lineup around a Fluidmorpher with one of these cards means you're just one piece of Battlegear removal away from losing access to ''all'' your Mugic cards, leaving you at a huge disadvantage, especially since the Fluidmorpher also needs time to ramp up before they can start casting Mugic.



* SkillGateCharacters: [=UnderWorld=] decks tend to focus on massive Mugic damage to destroy opponents as quickly as possible. The mechanics are fairly easy to grasp, and against other rookies, it's entirely possible to incinerate several fragile backrow Creatures before the first combat; however, to remain competitive against opponents that run anti-burn measures (which is to say, most competent ones), [[DifficultButAwesome succeeding with UnderWorld requires both a solid build and good judgment on where and how to use your burn damage]] as the classic "spam damaging Mugic on backrow" strategy simply won't work.

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** Surprising Riffs is a Generic Mugic that costs 1 and simply flips a Battlegear facedown. It's hands-down the most easily accessible Battlegear removal card in the game, allowing it to disable dangerous ones like Heptadd's Crown or shut down Energy gains from the likes of Evergreen Tunic while being splashable into everything.
* SkillGateCharacters: SkillGateCharacters:
**
[=UnderWorld=] decks qualify as both this ''and'' DifficultButAwesome; they tend to focus on massive Mugic damage to destroy opponents as quickly as possible. The mechanics are fairly easy to grasp, and against other rookies, it's entirely possible to incinerate several fragile backrow Creatures before the first combat; however, to remain competitive against opponents that run anti-burn measures (which is to say, most competent ones), [[DifficultButAwesome succeeding with UnderWorld requires both a solid build and good judgment on where and how to use your burn damage]] damage as the classic "spam damaging Mugic on backrow" strategy simply won't work.work.
** Mipedian decks built around Invisibility can use huge Strike numbers to deal massive damage on their first swing, often generating an insurmountable lead against unwary opponents while being very easy to play. On the other hand, stronger decks and players will often have means of shutting down that first big swing (most notably Xerium Armor), completely neutering their biggest advantage and forcing the Mipedian player to try and outmaneuver their opponent's countermeasures.
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* CherryTapping: [[https://i.imgur.com/ayKFmid.png Decrescendo]] deals a piddling 5 damage for a whole Mugic counter, which is the lowest non-zero amount of damage a card can possibly deal and only makes a real difference against Creatures that are almost fatally wounded in the first place (compare [[https://i.imgur.com/LgupUpa.png Casters' Warsong]], the same thing but with a potential 10 additional damage and thereby a credible threat, and [[https://i.imgur.com/ZdkuoyY.png Canon of Casualty]], which is the same cost for ''20'' damage even if it is [=UnderWorld=]-exclusive). Needless to say, losing a Creature to Decrescendo is ''very'' embarrassing even at the time it was printed (the very first set in the game).


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* KeystoneArmy: Certain decks rely on a specific Creature to enable their combos or attack decks, and taking that Creature out usually hobbles or cripples the rest of the army. Warbeasts are a particularly notorious example, since losing even a single Conjuror will often result in the beasts themselves imploding from Recklessness damage. [[https://i.imgur.com/bsu5gdT.png Arrthoa, Captain of the Ezoa]] is another notable instance, as decks built around him will often load up on difficult Stat Checks that they can freely abuse with his ability; this also means that losing Arrthoa completely neuters the majority of their attack deck.
* KillOneOthersGetStronger: The point of the Danian compost archetype, composed of Creatures like Makanaz and Ivelaan which can both fight decently well on their own and also provide innate buffs after being killed. While they start out on-par with other fighting creatures, losing their creatures will make the remaining ones much more powerful.


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* SkillGateCharacters: [=UnderWorld=] decks tend to focus on massive Mugic damage to destroy opponents as quickly as possible. The mechanics are fairly easy to grasp, and against other rookies, it's entirely possible to incinerate several fragile backrow Creatures before the first combat; however, to remain competitive against opponents that run anti-burn measures (which is to say, most competent ones), [[DifficultButAwesome succeeding with UnderWorld requires both a solid build and good judgment on where and how to use your burn damage]] as the classic "spam damaging Mugic on backrow" strategy simply won't work.
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** [[https://i.imgur.com/JNS961Z.png Taffial, Cothica Hunter]] quotes another fictional archaeologist with the flavor text "[[Film/RaidersOfTheLostArk Archaeology is the search for fact, not truth.]]"

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