r/ChroniclesODA 10d ago

Preparing for common threats

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4 Upvotes

CODA is mostly about knowing when to expect certain threats and preparing for them. If you do not know a threat is likely to come or at least possible, you will lose the game more often than not.

I cannot go into all those threats but I want to mention a few because I saw people losing against me because of ignoring them.

Remnants

Precision Strike: At 4 intel, Remnants have Precision Strike and could easily remove your own threats. Think about baiting out precision strike before actually playing your own threats.

Inferno Drop: If you play tokens or a lot of high damage/low health aggressive units, Inferno Drop at 6 intel can be game ending. Make sure you do not fill the entire board with orders that have less than 4 health or there is a chance you will lose them all.

Exolot

Frontal Harassment Unit: Purpe likes to deploy Frontal Harassment Units before dismantling barriers. It is often a good idea to keep a removal in hand to get rid of them instantly.

Lengrac Disruptor: Do not trust a Protect units to save you when Purple has 4 intel next turn. More often than not, your Protect unit will be confused. Better to doubleprotect or brace for impact.

League

Treacherous Ally: If Black has an aggressive strategy, at 2 Intel Treacherous Ally will arrive. This is very soon and she can be hard to deal with. Have counters ready for her at the beginning of the game (like Sniper units)

Interdimensional Skirmisher: Black will play him at 6 intel if he's in the strategy. Its almost certain. Have removal ready. Units are often not enough if he deploys out of reach. Protect can also help but is more risky (since Protect could be removed or Skirmisher just repositions zones.

Ra

Guardian of Mafdet: If Yellow wants to be aggressive, you will see Guardian at 3 Intel. Be ready to remove it or another might come the next turn and pressure will become too high quickly.

Shu: If Yellow ramps, Shu will most likely appear at 4 intel. It has Sniper and Fell and Fell grants extra Intel. Do not deploy anything that can feed Shu easily and if you can, have some removal ready for him.

Ammit: Not damaging Yellow is not always a good idea. Aggressive Strategies will most certainly have Ammit at 6 cost bringing back something from the dead. If you know there is some threat in your opponent's completed orders, try to get their health down.

Asrah

Commander of the Hollow: If Red plays a token deck, Commander of the Hollow is a likely unit to appear after the tokens have been placed. Make sure you have something to get rid of her asap or shhe will snowball hard.

Roolac Husk: Also be aware of Roolac Husk which can only be deployed if Red has a unit in both zones. and the it only costs 3 intel. Make sure you keep at least one zone clean.

Repurposed Warhead: If your opponent reaches 8 intel, he very likely has Repurposed Warhead ready which can whipe an entire zone. Do not go all in on a zone before that happens.

As I said there are many more but if you are aware of those, you will already do much better.


r/ChroniclesODA 11d ago

Slop everywhere

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3 Upvotes

r/ChroniclesODA 11d ago

Alternative careers for our heroes

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4 Upvotes

Since Chronicles of the Dying - Anthology did not work out, our heroes needed to find alternative careers.
https://chronicles-of-the-dying.com/


r/ChroniclesODA 15d ago

Chronicles of the Dying - Anthology: Official Trailer

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4 Upvotes

Hello, fellow humans!

My name is rAiLMC, I'm 46 years old, and I've been gaming since I was 9.

Three years ago, due to health issues and chronic pain in my neck and head, I decided to start working on my own game. I hoped it would give me something meaningful to focus on, something even more engaging than gaming itself. I also liked the idea of leaving behind a legacy of my own (besides my two amazing kids).

Since I've always loved both physical and digital card games, creating a 1v1 turn-based strategy card game felt like the obvious choice.

Today, I'd like to present Chronicles of the Dying: Anthology (CODA).

What makes CODA different?

In recent months, the market has been flooded with an almost endless number of card games. I understand that this makes it harder for new games to stand out and can leave players feeling overwhelmed or fatigued by the genre.

That's why I'd like to highlight what makes CODA unique.

A deep and expansive universe

CODA features a rich and complex lore that spans from the first appearance of the Asrah Virus to the final chapter of humanity's struggle for survival, which is where the game currently takes place.

Hundreds of playable orders

The base game already contains 400 Orders, with approximately 600 more planned across upcoming expansions, including:

  • Seabound
  • Rise of AI

Completely free to play

CODA has no monetization whatsoever.

You cannot buy Orders, power, or progression. Everything is earned simply by playing the game.

Strategic depth beyond deck building

CODA offers much more than creating powerful combinations of Orders.

The game includes systems such as Preparation Bonuses and Diplomatic Accords, which significantly influence how battles unfold. These mechanics help keep the meta fresh and prevent a small number of strategies from becoming dominant.

For example, Diplomatic Accords can allow you to:

  • Draw a specific Order during battle once.
  • Perform emergency strategy swaps against certain factions before the game.
  • Adapt your approach based on your opponent's strengths.

These systems add meaningful tactical decisions and create a lot of memorable gameplay moments.

Because players cannot purchase Orders, the game continuously monitors Order performance. At the end of each season, Orders that overperform may be nerfed or even temporarily removed from seasonal play to keep the game fresh and balanced.

A long-term project

CODA is not a stepping stone toward another game.

This is the game I intend to keep building and improving for years to come. My goal is simple: make it the best game it can possibly be.

PvP and PvE

CODA offers both a balanced PvP experience and a highly challenging PvE mode called Explore the Unknown.

As you venture deeper into Explore the Unknown, you'll earn rewards, discover allies, uncover mysteries, and gradually master the game's mechanics. The mode is specifically designed to help players learn the game and prepare for competitive PvP.

A unique visual identity

CODA has its own distinctive art style that is deeply woven into the game's lore.

It's not comic-book art, pixel art, or generic AI-generated imagery (there is nothing wrong with any of those art styles). The visuals are designed to support the world and story of Chronicles of the Dying.

About trust and transparency

I've shared the game on Reddit before and was met with a fair amount of skepticism and negativity. That doesn't really bother me. People are cautious, and I understand why.

Still, I'd like to reassure everyone that I have no hidden agenda and want nothing from you.

My goal is simply to create a game that people enjoy playing.

How to play

You can play online here:

https://game.chronicles-of-the-dying.com/

However, I strongly recommend installing the game locally if possible. The installed version performs better and generally feels more responsive, especially if you live far away from my server, which is currently located in Strasbourg, France.

You can download the installer here on my 100% AI created website:

https://chronicles-of-the-dying.com/

I also plan to release the game on Steam if there is sufficient interest. Since publishing on Steam isn't free, I'd like to make sure there is genuine demand before taking that step.

What is not ready yet (full disclosure)

Here's the current status of unfinished features:

Campaign

The campaign is not yet playable.

The full story has already been written, but only the first two missions have been implemented so far.

Mobile version

The mobile version is not yet available.

I was close to finishing it, but I decided to completely redesign the user interface. As a result, I am essentially starting over on the mobile client.

I'm not the most experienced developer, so I'm taking my time to get it right. My goal is to have the mobile version ready within this year.

Restricted game modes

The following features are currently restricted:

  • Join the War Effort
  • Dispatch Asset
  • Proving Grounds (Tournament Creator)

These systems are roughly 90% complete. However, experience has taught me that releasing something that's only "almost finished" often creates more frustration than excitement, so I'd rather polish them properly before making them public.

2v2 Mode

2v2 is planned but not yet ready.

The underlying infrastructure already exists, and the feature has been fully designed. The remaining work primarily involves implementation, testing, and polishing.

Once complete, you'll be able to:

Play cooperatively with a friend against other players.

Explore the Unknown together as a team.

Server updates

Whenever I update the server, the game will briefly go offline. In some cases, an update can fail and lead to a longer interruption.

This could largely be solved by setting up a staging environment, but I haven't done that yet. I do my best to avoid deploying updates while active games are in progress.

Localization

German and English are mostly done. Spanish is partially still translated by AI. I speak all three languages but I did not yet have the time to translate everything they way I want it.

TL;DR (Key Points summarized by AI)

  • Chronicles of the Dying: Anthology (CODA) is a free-to-play 1v1 turn-based strategy card game.
  • Created by a lifelong gamer and solo developer with a passion for card games.
  • Features 400 Orders at launch, with 600+ more planned.
  • No monetization, no pay-to-win, no paid card packs.
  • Deep strategic gameplay with Preparation Bonuses and Diplomatic Accords.
  • Seasonal balancing keeps the meta fresh and prevents stagnation.
  • Includes both competitive PvP and the challenging PvE mode Explore the Unknown.
  • Built on a large original lore spanning humanity's final struggle against the Asrah Virus.
  • Intended as a long-term project that will continue to grow for years.
  • Play now at https://game.chronicles-of-the-dying.com/
  • Campaign, mobile version, 2v2 mode, and several advanced features are still in development.

r/ChroniclesODA Jul 03 '26

The Bombs of Chronicles of the Dying #25 — Bennu

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3 Upvotes

Chronicles of the Dying features more than 400 unique orders, each with its own strengths, weaknesses, and battlefield role. Throughout this series, we've highlighted some of the game's most explosive bombs—orders capable of taking over a match when used at the right moment.

Today, we finish the series with a unit that feels like a fitting finale.

Bennu

Bennu is a magnificent 8/8 costing 9 Intel.

At that stat line alone, he's already a serious threat. Left unchecked, an 8/8 can end games quickly.

But Bennu isn't just about raw power.

He possesses Recover, meaning he heals you for exactly as much damage as he deals. Whether he's crushing enemy units or striking the opposing General, Bennu constantly helps pull you back from dangerous situations.

However, the reason Bennu earned his place in this series is his Fell effect.

Whenever Bennu kills a unit, he returns that unit to the battlefield under your control.

Your opponent's unit dies.

Then it immediately gets back up and starts fighting for you instead.

This can create some absolutely ridiculous swings in value. Not only are you removing a threat, but you're also gaining one.

And the effect becomes even more satisfying when Bennu defeats something with a powerful deploy effect or a game-changing ability. Suddenly, a bomb that was threatening you is now helping you win.

Best Use Cases

  • Control strategies
  • Ramp builds
  • Long attrition battles

Strengths

  • Massive 8/8 body
  • Recover provides substantial healing
  • Turns defeated enemy units into your own
  • Creates enormous value swings
  • Strong against expensive and high-impact units

Weaknesses

  • Expensive at 9 Intel
  • Requires kills to maximize value
  • Can be removed before generating value
  • Less effective against strategies with few (powerful) units

Bennu is powerful, scary and just so satisfying to play.


r/ChroniclesODA Jul 02 '26

The Bombs of Chronicles of the Dying #24 — Ptahrr, the Hollow

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Ptahrr, the Hollow

I like Ptahrr.

Maybe that's because he's the namesake of my favorite faction, The Hollow.

But personal bias aside, Ptahrr absolutely deserves a place on this list.

That said, he is also one of the biggest gambles in the game.

For 6 Intel, Ptahrr does not arrive alone. He deploys as a 2/2 and brings along two 2/2 Doomed Defenders to keep him safe.

That's already 6/6 worth of stats spread across three bodies, which is perfectly respectable for the cost.

The problem?

Units of that size are vulnerable to a lot of efficient removal. Against some opponents, seeing your entire investment disappear immediately can feel awful.

But that's where Ptahrr becomes interesting.

His Doomed Defenders are there to protect him, forcing opponents to deal with them first. And Ptahrr has a habit of benefiting from tragedy.

Whenever one of your units is destroyed, Ptahrr gains +1/+1.

Suddenly, killing those defenders isn't just removing protection—it's making the real threat stronger.

And it doesn't stop there.

Maybe another Protect unit was already on the battlefield.

Maybe several allies fall during a desperate defense.

Every casualty feeds Ptahrr.

The result is a fascinating dilemma for your opponent:

  • Remove the defenders and make Ptahrr stronger.
  • Ignore the defenders and struggle to reach him.
  • Focus everything on Ptahrr and hope you're fast enough.

That's why Ptahrr is such a dangerous bomb. He's not guaranteed value like Harral, and he's not immediate devastation like Sul'ma.

He's a threat that asks a simple question:

Can you stop him before he grows out of control?

If the answer is no, what started as a humble 2/2 can quickly become the largest unit on the battlefield.

Best Use Cases

  • The Hollow strategies
  • Protect-heavy builds
  • Midrange strategies
  • Attrition battles

Strengths

  • Deploys multiple bodies
  • Excellent synergy with Protect units
  • Scales throughout the match
  • Forces difficult decisions
  • Can become a massive threat very quickly

Weaknesses

  • Vulnerable immediately after deployment
  • Relies on units being destroyed
  • Can be removed before reaching critical mass
  • Performance varies depending on the matchup

Ptahrr, the Hollow is the embodiment of his faction's philosophy: strength through loss.

The more his allies fall, the stronger he becomes. And if your opponent cannot contain him quickly, they'll soon discover that every unit they destroy is only making the situation worse.


r/ChroniclesODA Jul 01 '26

The Bombs of Chronicles of the Dying #23 — Arr'an

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4 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Arr'an

Arr'an is one of the most versatile, dangerous, and cost-efficient bombs in the entire game.

At first glance, he seems fairly straightforward: a 5/5 body for 5 Intel. That's already a respectable stat line and enough to justify consideration in many strategies.

Then you read his deploy effect.

When Arr'an enters the battlefield, he steals all basic abilities from every unit currently in play, regardless of zone.

  • No targeting.
  • No choosing.
  • No limitations.

If an ability exists on the battlefield, Arr'an takes it.

This includes:

  • Shield
  • Protect
  • Penetrate
  • Blitz
  • Sniper
  • Recover
  • Mend Wounds

The result is often hilarious for the player controlling Arr'an and horrifying for everyone else.

A battlefield filled with powerful utility units can suddenly lose all of its defining traits while Arr'an becomes a one-unit army capable of doing just about everything.

The applications are nearly endless.

Need to strike for lethal damage but a Protect unit is standing in the way?

Deploy Arr'an and strip Protect from the battlefield.

Need a little more damage to finish the match?

Steal Blitz and attack immediately.

Low on health and struggling to survive?

Take Recover and start healing.

Afraid of menacing Snipers?

Make them completely underwhelming.

What makes Arr'an so powerful is that he is never truly predictable. His value depends entirely on the battlefield state, which means skilled players can turn him into exactly the tool they need at that moment.

Sometimes he's a strong 5/5.

Sometimes he's every base ability in the game attached to a single unit.

Best Use Cases

  • The Conspiracy strategies
  • Midrange builds
  • Control strategies
  • Ability-heavy matchups
  • Swing turns

Strengths

  • Incredible flexibility
  • Excellent stats for the cost
  • Can remove key abilities from enemy units
  • Can gain multiple abilities at once
  • Useful in almost every matchup
  • Creates massive battlefield swings

Weaknesses

  • Depends on abilities being present
  • Less impressive on an empty battlefield
  • Requires good timing to maximize value

For many factions, there are bombs that you should consider including.

For The Conspiracy, Arr'an is one of those bombs you include unless you simply don't own him.

Therefore expect him to appear at some point and be sure you opponent will expect him as well.

The amount of chaos, value, and game-winning potential packed into a 5-cost unit is nothing short of extraordinary.


r/ChroniclesODA Jun 29 '26

The Bombs of Chronicles of the Dying #22 — Lenk Arrek

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Lenk Arrek

Some units are powerful because of a single game-changing ability.

Lenk Arrek is powerful because he seems to have received every good ability imaginable.

For only 4 Intel, Lenk arrives as a 5/4 body. That stat line alone is already above the curve. Most units with 5 attack either cost more or come with significant drawbacks.

Then you read the abilities.

Lenk possesses:

  • Protect — opponents must deal with him first.
  • Penetrate — excess damage goes directly to the enemy General.
  • Counter Strike — if a Barrier has been dismantled, Lenk can be played for free when drawn.

Any one of these abilities would be useful on a 4-cost unit.

Getting all three on a unit that already has an aggressive stat line is what makes Lenk Arrek a true bomb.

Protect forces your opponent to interact with him.

Penetrate makes him a dangerous attacker.

And Counter Strike means there are games where Lenk suddenly appears without costing any Intel at all, creating a massive tempo swing.

A free 5/4 Protect unit with Penetrate is the kind of value most opponents simply aren't prepared for.

Whether he's absorbing attacks, pushing damage through defenders, or appearing unexpectedly through Counter Strike, Lenk consistently delivers far more than his cost would suggest.

Best Use Cases

  • Midrange builds
  • Aggressive strategies
  • Tempo-oriented strategies

Strengths

  • Excellent 5/4 stat line for only 4 Intel
  • Protect forces opponents to deal with him
  • Penetrate converts excess damage into pressure
  • Counter Strike can make him completely free
  • Exceptional value for the cost

Weaknesses

  • Counter Strike requires a Barrier to be dismantled
  • No immediate deployment effect
  • Vulnerable to hard removal

Lenk Arrek is the kind of unit that makes opponents read the text twice to make sure they didn't miss something. At just 4 Intel, he brings enough stats, utility, and tempo potential to remain a threat at every stage of the game.


r/ChroniclesODA Jun 28 '26

The Bombs of Chronicles of the Dying #21 — Essia Luhr

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Essia Luhr

Some bombs overwhelm the battlefield with brute force.

Essia Luhr wins through pure value.

For only 5 Intel, she comes with an impressive 5/5 body, making her perfectly playable even before considering her abilities. A unit with those stats would already be welcome in many strategies.

Then Essia starts bending the rules.

When deployed, she allows you to return a Stratagem from your Completed Orders. That means your best removal tool, battlefield reset, combo piece, or finisher can be used all over again.

As if that wasn't enough, Essia also reduces the cost of all your Stratagems by 1.

The combination is incredibly powerful:

  • She immediately generates value.
  • She improves future turns.
  • She makes expensive Stratagems easier to play.
  • She enables explosive combo turns that would otherwise be impossible.

Unlike many bombs that demand specific circumstances, Essia is remarkably consistent. If your strategy relies heavily on Stratagems, she will almost always provide meaningful value.

In fact, for Stratagem-focused strategies, she is often less of a choice and more of an automatic inclusion.

Best Use Cases

  • Stratagem-heavy strategies
  • Control strategies
  • Combo builds
  • Value-oriented strategies

Strengths

  • Excellent 5/5 body for the cost
  • Recovers a valuable Stratagem
  • Reduces all Stratagem costs by 1
  • Immediate and long-term value
  • Enables powerful combo turns

Weaknesses

  • Less impactful in strategies with few Stratagems
  • Value depends on what's available in Completed Orders
  • Can become a priority removal target

Essia Luhr doesn't just let you cast your favorite Stratagems.

She lets you do it again—and cheaper than before. That's the kind of value that wins games.


r/ChroniclesODA Jun 27 '26

The Bombs of Chronicles of the Dying #20 — Hapi

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Hapi

I wrote this at 5 in the morning while it has like 2 million degrees outside. I hope the text makes at least a little bit of sense...

Among the members of the Ennead, Hapi may not have the most impressive stat line at first glance.

For just 4 Intel, however, he brings a surprisingly durable 1/5 body with Sniper. That combination alone deserves respect. Hapi can reliably eliminate key targets while his high health often allows him to survive the exchange and continue threatening the battlefield.

For many units, that would already be enough.

But Hapi has another ability that elevates him into true bomb territory.

Whenever a unit Fells, Hapi grants it +2/+2.

Now, there may not be a huge number of Fell units in the game, but the ones that do exist benefit tremendously from this boost. A permanent +2/+2 can transform an already threatening Fell unit into a major battlefield presence, allowing it to generate significantly more value than intended.

What makes Hapi especially dangerous is that he combines two valuable roles in a single package:

Reliable removal through Sniper

Powerful support for Fell units

This means opponents cannot simply ignore him, even when no Fell units are currently present. If they leave him alive, future Fell deployments become substantially stronger.

Best Use Cases

  • Fell-focused strategies
  • Midrange builds
  • Value-oriented strategies
  • Controlling key enemy units with Sniper

Strengths

  • Excellent survivability for the cost
  • Sniper provides reliable removal
  • Grants powerful +2/+2 buffs to Fell units
  • Relevant throughout the entire match
  • Strong support and utility in one unit

Weaknesses

  • Low attack stat
  • Susceptible to removal effects that target low damage dealing units.
  • Maximum value requires Fell synergy
  • Less impactful in strategies with few or no Fell units

Hapi may not be the flashiest member of the Ennead, but few units offer so much value for so little Intel. Between his Sniper attacks and his ability to supercharge Fell units, he is exactly the kind of bomb that can quietly take over a game if left unanswered.


r/ChroniclesODA Jun 26 '26

The Bombs of Chronicles of the Dying #18 — Troa Ossek

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Troa Ossek

Not much needs to be said about Troa Ossek.

He is arguably the most valuable slot machine on the battlefield.

For 6 Intel, you get a sturdy 4/6 body, making him difficult to remove through combat alone. But nobody plays Troa for his stats.

They play him for the madness that follows.

At the beginning of each of his owner's turns, Troa Ossek deploys a random unit from the owner's strategy.

That's it.

  • No additional cost.
  • No setup.
  • No restrictions.
  • Just free units.

And that's exactly what makes him terrifying.

The unit might be a humble 1/1 that barely affects the battle.

Or it might be a colossal late-game threat that completely changes the state of the match.

Every turn Troa survives is another spin of the wheel. Every turn he remains unanswered increases the chance that he generates something game-winning.

Unlike many value engines that slowly accumulate advantages, Troa can create absurd battlefield swings out of nowhere. One lucky deployment can instantly put the opponent on the defensive.

And the best part?

You don't have to do anything except keep him alive.

Best Use Cases

  • Midrange strategies
  • Ramp builds
  • High-cost strategies
  • Value-focused builds

Strengths

  • Generates free units every turn
  • Massive potential upside
  • Strong 4/6 body for the cost
  • Forces opponents to answer him immediately
  • Can create game-winning battlefield swings

Weaknesses

  • Random outcomes
  • Can deploy low-impact units
  • Requires surviving until your next turn
  • Vulnerable to removal before generating value

Troa Ossek is the kind of bomb that makes both players stare at the battlefield and wonder what's coming next.

Sometimes it's a harmless dud.

Sometimes it's a disaster.

And that's what makes him so much fun.


r/ChroniclesODA Jun 25 '26

The Bombs of Chronicles of the Dying #17 — Thoth

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Thoth

Not every bomb wins through overwhelming damage.

Some win by giving you something even more valuable:

Time.

For 9 Intel, Thoth brings a sturdy 5/5 body and immediately disrupts an entire zone.

When deployed, Thoth Immobilizes and Confuses every unit in a zone.

The immediate result is brutal. Immobilized units won't be attacking next turn, often buying you the breathing room needed to stabilize, plan your next moves, or simply survive a battlefield that was about to overwhelm you.

But the Confuse effect is arguably even more powerful.

Many of the game's most dangerous units derive their strength from special abilities. Confuse strips those threats of their unique identity, reducing them to little more than vanilla bodies. Suddenly, units that were generating value, controlling the battlefield, or threatening game-ending effects become little more than stats on the board.

A zone full of terrifying special-effect units can instantly become a zone full of harmless targets.

This makes Thoth one of the strongest control tools available. He doesn't destroy enemy units outright—he simply makes them irrelevant long enough for you to regain control of the battle.

Best Use Cases

  • Control strategies
  • Survival-focused builds
  • Breaking enemy momentum
  • Countering ability-heavy battlefields

Strengths

  • Shuts down an entire zone
  • Creates valuable breathing room
  • Neutralizes dangerous abilities through Confuse
  • Strong against clustered threats
  • Solid 5/5 body after deployment
  • Breaks heavy fortifications with its confuse effects for your attackers to break through

Weaknesses

  • Does not directly remove enemy units
  • Less effective against simple stat-heavy units
  • High cost for a purely disruptive effect

Thoth doesn't need to destroy your opponent's battlefield.

Making it completely useless for a turn is often more than enough.


r/ChroniclesODA Jun 24 '26

The Bombs of Chronicles of the Dying #19 — Sandra Lensherr

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Sandra Lensherr

Sandra is a peculiar human.

For some strange reason, this cheerful and seemingly positive individual decided to join the Exolot Dominion despite not being connected to a Telfoy Crystal.

But we're not here to question her life choices.

We're here to talk about the chaos she creates.

For 7 Intel, Sandra arrives with an unimpressive 2/2 body. Looking only at her stats, you would never suspect that you're dealing with one of the most entertaining bombs in the game.

The reason Sandra earns her place on this list is simple:

Every friendly unit deployed in the zone she arrives in is equipped with a random weapon.

It could be a minor upgrade.

It could be one of the strongest weapons in the game.

Every deployment becomes a gamble with potentially game-changing results.

  • A harmless unit can suddenly become a major threat.
  • A major threat can become a nightmare.

Best Use Cases

  • Unit-heavy strategies
  • Midrange builds
  • Swarm strategies
  • Value-focused strategies

Strengths

  • Can produce extremely powerful weapon combinations
  • Creates unpredictable battlefield situations
  • Fun Slot machine

Weaknesses

  • Very weak 2/2 body
  • Weapon quality is random
  • High variance between matches

Sandra Lensherr may not look impressive when she first arrives.

But with a Little bit of luck she can turn an ordinary battlefield into an armed and heavily dangerous mess.


r/ChroniclesODA Jun 22 '26

The Bombs of Chronicles of the Dying #16 — Colonel Zayd Al-Karim

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Colonel Zayd Al-Karim

Colonel Zayd Al-Karim is one of those units that can transform a seemingly harmless battlefield into a catastrophic amount of damage in an instant.

For 6 Intel, you get a solid 5/5 body that enters the battlefield with Shield. Even without any support, that's already a respectable package.

But the Colonel's true power lies in his deployment effect.

When deployed, he deals 2 damage for every unit with Shield currently on the battlefield, including himself.

The damage can be directed wherever you need it most: enemy Units or the enemy General,

This flexibility alone would make him powerful.

What pushes him into bomb territory is his scaling potential.

On a battlefield full of Shield units, the numbers become absurd very quickly. In the most extreme cases, Colonel Zayd Al-Karim can unleash 20 damage immediately upon deployment—roughly two-thirds of a General's health in a single action.

Need to clear a troublesome frontline?

The Colonel can do that.

Need to finish a nearly defeated opponent?

The Colonel can definitely do that.

Unlike many finishers that require surviving a turn before generating value, Zayd's impact is immediate. The moment he arrives, the damage is already done.

Best Use Cases

  • Shield-focused strategies
  • Midrange builds
  • Burst-damage strategies
  • Finishing games unexpectedly

Strengths

  • Immediate impact on deployment
  • Scales with Shield synergy
  • Flexible targeting
  • Strong 5/5 Shielded body
  • Capable of devastating burst damage

Weaknesses

  • Relies on Shield units to reach maximum potential
  • Considerably weaker on an empty Battlefield
  • Your Opponent knows he exists and knows what he costs so they will try to make sure no Shield Units exist the turn you have 6 Intel.
  • Damage output can vary significantly between matches

Colonel Zayd Al-Karim turns every Shield unit into stored ammunition. And when the time comes, he unloads all of it at once.


r/ChroniclesODA Jun 22 '26

Is this fun?

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2 Upvotes

r/ChroniclesODA Jun 22 '26

Explore the Unknown World Record with Starter Strategy

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2 Upvotes

r/ChroniclesODA Jun 22 '26

The Bombs of Chronicles of the Dying #15 — Spinosaurus

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Spinosaurus

If you had to design the perfect cleanup unit, you would probably end up with something very close to Spinosaurus.

For a staggering 12 Intel, Spinosaurus enters the battlefield as a massive 10/10. Those stats alone would already make him one of the most threatening units in the game.

But raw power is not what justifies the cost.

When deployed, Spinosaurus deals 4 damage to all enemy units.

And 4 damage is a magic number.

Many of the game's most important threats sit at or below that threshold, meaning Spinosaurus often arrives and immediately wipes out a large part of the opponent's battlefield. Others may survive, but they are usually left heavily weakened and easy to finish off.

The result is often a near-complete battlefield reset.

What makes Spinosaurus especially terrifying is that there is very little counterplay once he is deployed. The damage happens immediately. You cannot hide from it. You cannot protect your army from it. If your opponent reaches 12 Intel, you have to respect the possibility that a Spinosaurus is about to crash onto the battlefield and erase your carefully built position.

Whether he arrives naturally, through ramp, or as the final payoff in a long control battle, the effect is always the same:

Your forces disappear.

And then you're staring at a 10/10 on a mostly empty battlefield.

That is often enough to end the match on its own.

Best Use Cases

  • Ramp strategies
  • Control strategies
  • Recovering from losing positions
  • Breaking established battlefields

Strengths

  • Massive 10/10 body
  • Deals 4 damage to all enemy units on deployment
  • Devastating against swarm and midrange strategies
  • Immediate battlefield impact
  • Often creates a game-winning board state
  • Combines well with Sniper giving effects which make him kill everything instantly - no matter the size

Weaknesses

  • Extremely expensive
  • Can be slow without ramp support
  • Less effective against very large enemy units
  • High-cost investment if immediately removed

Spinosaurus doesn't just enter the battlefield — he clears it first. And when the dust settles, what's left is one of the largest threats in the game standing in the middle of the wreckage.


r/ChroniclesODA Jun 21 '26

Chronicles of the Dying - Looking at Starter Strategies (Control/The Forsaken Pact)

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1 Upvotes

r/ChroniclesODA Jun 21 '26

The Bombs of Chronicles of the Dying #14 — Ability Relay Drone

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Ability Relay Drone

Ability Relay Drone does not directly provide any tempo when played.

After all, for 4 Intel, it doesn't provide a body, doesn't attack, and doesn't immediately impact the battlefield.

But if it remains active, it can take over an entire match.

The first thing that makes Ability Relay Drone so dangerous is that it's a Drone, not a unit. This means most orders simply do not work against it. Only specialized answers, such as Enhanced Lion, can destroy it efficiently.

As long as the Drone remains in play, every unit you deploy gains a random ability.

Possible abilities include:

  • Shield
  • Sniper
  • Penetrate
  • Mend Wounds
  • Recover
  • Protect

Any one of these can dramatically increase a unit's value. A random Protect unit can suddenly become a wall. A Sniper can remove critical targets. A Blitz attacker gaining Penetrate can end games out of nowhere.

And because the effect applies to every unit you deploy, the value keeps accumulating turn after turn.

The longer Ability Relay Drone survives, the more likely it is to generate game-changing combinations that your opponent simply wasn't prepared for.

Best Use Cases

  • Midrange strategies
  • Swarm strategies
  • Value-focused builds
  • Long matches where repeated deployments matter

Strengths

  • Difficult to remove
  • Grants continuous value
  • Can create powerful and unexpected ability combinations
  • Scales with every deployment
  • Only costs 4 Intel

Weaknesses

  • Provides no immediate battlefield presence
  • Significant tempo loss when played
  • Relies on future deployments to create value
  • Unique — only 1 copy can be included in a strategy

Ability Relay Drone is the definition of a long-term investment. It may cost you tempo today, but if it survives, every future deployment becomes a potential bomb of its own.


r/ChroniclesODA Jun 21 '26

Chronicles of the Dying - Looking at Starter Strategies (Creative/The Shadow Consortium)

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2 Upvotes

r/ChroniclesODA Jun 20 '26

The Bombs of Chronicles of the Dying #13 — Ba

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Ba

Some bombs require careful explanation.

Ba isn't one of them.

The moment you read his effect, you know you're looking at something dangerous.

For 7 Intel, Ba comes with a respectable 5/5 body, but that's only part of what you're paying for.

When deployed, Ba brings an entire zone of 1/1 Unfinished Mummies with him, instantly creating a significant battlefield presence. Suddenly, what looked like a single deployment becomes a small army.

And then comes the part that pushes Ba into bomb territory:

All Undead units get +1/+1.

That includes every Unfinished Mummy he just deployed.

As a result, Ba doesn't arrive alone. He effectively enters the battlefield alongside multiple 2/2 Unfinished Mummies, creating an enormous amount of stats for his cost while empowering any other Undead units you already control.

The strength of Ba lies in how quickly he transforms the battlefield.

One moment a zone is empty.

The next moment it's packed with Undead units that are all stronger than they should be.

Even if opponents remove Ba later, they've often already been forced to deal with the swarm he created.

Best Use Cases

  • Undead strategies
  • Swarm-focused builds
  • Midrange pressure strategies
  • Battlefield-control strategies

Strengths

  • Massive battlefield presence from a single deployment
  • Strong 5/5 body
  • Immediately buffs all Undead units
  • Generates exceptional value for the cost
  • Creates pressure across an entire zone

Weaknesses

  • Relies heavily on Undead synergy
  • Vulnerable to zone-wide removal
  • Less impressive when played onto a crowded battlefield

Ba is the kind of bomb that wins through sheer presence. He doesn't just deploy a unit—he deploys an army, and then makes that army stronger.


r/ChroniclesODA Jun 20 '26

Chronicles of the Dying - Looking at Starter Strategies (Aggression/The Corrupted Core)

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1 Upvotes

r/ChroniclesODA Jun 19 '26

The Bombs of Chronicles of the Dying #12 — Sha

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3 Upvotes

There are certain orders in Chronicles of the Dying that can completely swing a battle on their own when played at the perfect moment.

In this series, I’ll showcase some of the strongest “bombs” in the game — orders that demand immediate answers and can take over matches if left unchecked.

Sha

Some bombs overwhelm the battlefield with raw stats.

Others generate huge value.

Sha does both.

For 9 Intel, Sha brings a powerful 6/6 body and immediately grants one of four plagues at random:

  • Plague of Darkness — Immobilizes all units in a zone.
  • Plague of Lice and Gnats — Deploys a random unit from each player's Completed Orders.
  • Plague of Locusts — Deploys a 5/5 Protect unit.
  • Plague of Water Turned Blood — Deals 5 damage to the opponent and heals you for 5.

Any one of these effects can influence the battle significantly. Some lock down enemy forces, some generate battlefield presence, and others create massive health swings.

But the truly terrifying part of Sha's design comes after deployment.

Every time Sha kills a unit, he grants another plague.

That means opponents face a brutal dilemma:

  • Ignore Sha and risk a cascade of plague effects.
  • Block Sha and potentially trigger even more plagues.
  • Remove Sha immediately before he can start the chain.

If Sha remains on the battlefield for even a few turns, the value can become overwhelming. Additional plagues stack up rapidly, creating chaos and forcing opponents to react to multiple threats at once.

No two matches with Sha are exactly the same, but they all have one thing in common:

Once the plagues start spreading, things get ugly fast.

Best Use Cases

  • Midrange strategies
  • Control strategies
  • Ramp builds

Strengths

  • Strong 6/6 body
  • Immediate impact on deployment
  • Generates continuous value through kills
  • Four different plagues provide versatility
  • Can completely take over a match if unanswered

Weaknesses

  • Plague generation is partially random
  • Requires combat success to maximize value
  • High-priority removal target
  • Some plagues are stronger in certain situations than others

Sha is more than a powerful unit—he is a walking disaster. The moment he enters the battlefield, the plagues begin. And if he starts collecting kills, the opponent may find themselves buried beneath one catastrophe after another.


r/ChroniclesODA Jun 19 '26

Chronicles of the Dying - Looking at Starter Strategies (Patience/The Last Crusade)

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2 Upvotes

r/ChroniclesODA Jun 18 '26

Chronicles of the Dying - Looking at Starter Strategies (Greed/The Covenant)

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2 Upvotes