|Image from Boardgamegeek|
So, today we're going to look at Chaos, and look at the sort of things they do well. There won't be actual deck lists in this article, but next week (hopefully), I'll start throwing out some simple decks based off these concepts.
So, what sort of things can you expect from Chaos? CHAOS! That's what. Seriously though, there are a LOT of things Chaos does well, which makes it a great supporting faction for other Destruction decks. On top of that though, there are a few things they are known for.
Corrupting opponent's cards.
Chaos has a large variety of cards that corrupt opposing units. From Esli'an to Bule, Lord of Pus, your opponents units are going to be down quite a bit. As you know from the rules, a unit that is corrupted can neither attack nor defend (though could still use it's abilities). Corrupting several units on your side of the board not only makes your attacks easier, but keeps your capital safer. In addition, you can use it to power other Chaos cards, like Melekh the Changer or Nurgle Sorcerer. Again, assuming I actually write the articles like I plan to, this is probably the first style of Chaos deck I'll write an article about.
Chaos have a lot of options available to either deal damage directly to a unit on the board, or to the opposing capital. For damaging units, Plague Bomb, Warhounds, and Sorcerer of Tzeentch are all commonly used cards. Although probably never used, Cacophonic Scream is actually a pretty cool card, which could really bring the game to a close (assuming you could afford it, eesh). Combined with above, opposing units are almost never a problem to Chaos decks.
This ties, at least a little, with corrupting opposing units, but Chaos absolutely doesn't mind having its own units corrupted. Using Khorvak Grimbreath, corruption doesn't slow you down offensively, and if your units are corrupted, cards like Keeper of Secrets can happily take advantage of them.
The gods of Chaos see their followers as expendable, so it's not a surprise that sacrificing units for beneficial events would be part of Chaos. Of course, Dark Elves do it better, I think (more on that in another article). Offering of Blood, Grandfather's Call, and Culling the Weak are some examples. Combined with certain Chaos units (such as Disgraced Champion), you can get some decent mileage going this route.
Developments as units.
This aspect of Chaos (representing the mutating powers of Tzeentch) allows your developments to assist you on the battlefield. Kairos Fateweaver provides a long-term way to do this, and Bolt of Change / Full Moon Rising provide a short-term way. Light of Morrslieb is also taken here to get this going a little faster.
Interacting with the top of your deck.
There's a few cards in Chaos that provide a way to interact (either use, modify, or depend on) with the top of your deck. I've never tried making decks depending, or even utilizing, this aspect of Chaos, but still, it's out there. Examples of this include Lord of Change, Boon of Tzeentch, P'tarix, and Xirat'p.
Daemons and Disease.
These are two incredibly common traits in Chaos. Diseases tend to be attachments with a negative effect to be played on opposing units. Some are really solid! Effulgent Boils and Oozing Eye are both effective control cards that will shut a units down. And what can you use to take advantage of these, offensively? How about a Beast of Rot! Admittedly, Daemons don't have a whole lot that utilizes them yet, but Horrific Favour does provide a tie between the two traits, as well as recursion for your Diseases.
And there you have it. Those are the primary themes amongst Chaos cards. Now, common deck archetypes (Call of the Breyherd, for instance), aren't really part of these, but almost certainly take advantage of some parts.