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Elements the Game => Cards => Time => Topic started by: Terroking on July 10, 2010, 06:11:53 pm

Title: Dune Scorpion | Dune Scorpion
Post by: Terroking on July 10, 2010, 06:11:53 pm
(http://elementscommunity.org/images/Cards/DuneScorpion.png)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/images/Cards/DuneScorpionUpgraded.png)


EDIT:
Card picture updated.

Old stats:
(http://imageplay.net/img/m7Gbd73342/dune_scorpion.jpg)

Discuss

Title: Re: Dune Scorpion | Dune Scorpion
Post by: iKevinly on July 10, 2010, 06:13:10 pm
I can soo imagine this with fractal :) EPIC denial if it weren't for the 0 atk D:

But I think momentum can fix that ;)
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RavingRabbid on July 10, 2010, 06:15:16 pm
Op, luckily has 0 attack.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Zac33333 on July 10, 2010, 06:18:47 pm
I made a deck for this before this was even posted XD

http://elementscommunity.org/forum/index.php/topic,9466.msg120668.html#new
Title: Re: Dune Scorpion | Dune Scorpion
Post by: MrSexington on July 10, 2010, 06:21:11 pm
Suggestion - Instead of poisoning, it should read:

Neurotoxin:
Discard 1 card upon successful attack.
Cause discard if ingested.


Maybe?  I guess it's not the player who's doing the ingesting.  But it makes sense (to me).

 :-\
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xoned on July 10, 2010, 06:27:06 pm
This card is pure evil.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Bloodshadow on July 10, 2010, 06:39:25 pm
God, this is overpowered. No card should be able to affect my HAND. I mean, seriously, my hand is a "safe zone" that shouldn't be touchable.

 :time :gravity is OP now with this card. Dune Scorpion + Momentum.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Glitch on July 10, 2010, 06:44:59 pm
Uhhh, actually, this seems pretty balanced.

I mean, you say this card is affecting your hand which is a safe zone, but think about it.  Not ONLY do you get to choose which card you discard, but if you can drop all of your cards fast enough, you don't have to discard anything at all.  And it's not like these are difficult to kill.  I think this is an excellent way to counter stall decks or OHKO decks, while giving a time rush deck a nice boost.

BEFORE you all accuse this of being OP, I ask that we see this card work in the trainer.  Depending upon when you have to discard the card, this might actually be very easy to work around.  If the discarding takes place at the end of your turn, then there's no way to be caught off guard by it.  And even if it happens at the end of their turn, then the only time it can trick you is the turn it's played.

And Blood, who said your hand was safe?  Last I checked, time was shoving expensive dragons in there and refusing to let you pay for them.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: dragonhuman on July 10, 2010, 06:53:47 pm
but then when you are waiting for the quantum to play a card you are weak, besides you could easily rush this out on the first/ 2nd turn while still being able to buff it

a single one is threatinging enough, multiple =op unless you can actually play your cards
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Bloodshadow on July 10, 2010, 06:58:51 pm
Quote
And Blood, who said your hand was safe?  Last I checked, time was shoving expensive dragons in there and refusing to let you pay for them.
Then I'd just discard the dragons. If you're talking about Rewind, then I won't have to discard anything I don't want to discard. But for this scorpion, I would really HATE to choose between my Otyugh and Fallen Druid for which one to discard.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RavingRabbid on July 10, 2010, 06:59:12 pm
This could open a new trio.

Time-Earth-Gravity

Pulverizer
This
Monumentum
Rewind
Earthquake
Pharaoh
Black Hole








Title: Re: Dune Scorpion | Dune Scorpion
Post by: MrSexington on July 10, 2010, 07:01:14 pm
Uhhh, actually, this seems pretty balanced.

I mean, you say this card is affecting your hand which is a safe zone, but think about it.  Not ONLY do you get to choose which card you discard, but if you can drop all of your cards fast enough, you don't have to discard anything at all.  And it's not like these are difficult to kill.  I think this is an excellent way to counter stall decks or OHKO decks, while giving a time rush deck a nice boost.

BEFORE you all accuse this of being OP, I ask that we see this card work in the trainer.  Depending upon when you have to discard the card, this might actually be very easy to work around.  If the discarding takes place at the end of your turn, then there's no way to be caught off guard by it.  And even if it happens at the end of their turn, then the only time it can trick you is the turn it's played.

And Blood, who said your hand was safe?  Last I checked, time was shoving expensive dragons in there and refusing to let you pay for them.
I wrote this in another thread a while ago when someone else brought up discarding cards into Elements.  I was against it.

One of the things I like about Elements are the many things that separate it from Magic: The Gathering.  One of the things you can do it Elements that you can't do in MTG is make crazy 1-Turn Kill decks.  These decks require the ability to sit back, stall, and wait until they gobble up all the cards they need until they can pull of their combo.

I guess these decks still work because... based on all the games you'll ever play, what percentage of them will have the scorpion?

But if this is just the first discard card in a long line of discard cards to come, this might be the beginning of the end for 1-Turn Kill decks.  (And one more step towards MTG.  Now all we need now are counter spells. ^_^)

 :'(
Title: Re: Dune Scorpion | Dune Scorpion
Post by: the dictator on July 10, 2010, 07:05:01 pm
Well, I hope zanz isn't going to give osiris some of these  :o :o :o
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RavingRabbid on July 10, 2010, 07:07:15 pm
Osiris should smarten up. He would waste monumentum on scarabs/pharaoh without waiting for scorpions.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Bloodshadow on July 10, 2010, 07:11:25 pm
Well, I hope zanz isn't going to give osiris some of these  :o :o :o
Since I was the one who originally designed Osiris, I say we give him 12 of those.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: godofdeath500 on July 10, 2010, 07:12:42 pm
This+momentum+epinephrine=Uber  discard...

yikes!! 
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Bloodshadow on July 10, 2010, 07:14:51 pm
This+momentum+epinephrine=Uber  discard...

yikes!!
I think this card should be one of those exceptions where Adrenaline only causes the ability to activate once every other turn. Otherwise, 4 discards per turn is beyond OP.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmizzle7 on July 10, 2010, 07:16:23 pm
BloodShadow, you don't choose which cards to discard. It's a forced, random discard. Also, the behavior with Adrenaline is the same as with the active skill Venom.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Bloodshadow on July 10, 2010, 07:24:42 pm
BloodShadow, you don't choose which cards to discard. It's a forced, random discard. Also, the behavior with Adrenaline is the same as with the active skill Venom.
So I don't even get to choose which card I discard? It's definitely OP now.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Zac33333 on July 10, 2010, 07:44:12 pm
BloodShadow, you don't choose which cards to discard. It's a forced, random discard. Also, the behavior with Adrenaline is the same as with the active skill Venom.
So I don't even get to choose which card I discard? It's definitely OP now.
Nah, your just scared of it. What if it discards a pillar? :3.

Also, this is K.0.ed so easily its not funny.

Firebolt? Death. Unupped death-er.
Icebolt? Not death, but very close. Unupped scorp death.
Lighting? Death.

Not to mention that this thing is Otyugh Candy :)

Title: Re: Dune Scorpion | Dune Scorpion
Post by: godofdeath500 on July 10, 2010, 07:44:56 pm
i just made a deck with this+unstoppable+epinephrine
Code: [Select]
http://elementscommunity.org/forum/index.php/topic,9474.new.html#newEdit: how do i make this a hyperlink?

EDIT2: i just found that it discards only two cards with epinephrine
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kael Hate on July 10, 2010, 07:56:29 pm
Really don't like this.

Like Magic, in its early days Discard was hideously devestating in an environment where draw and search didn't really exist. This scorp makes it worse with a really quick drop and repetitive use when not all elements have creature control yet.  My only offset if it will be useless until its blessed but even then not liking much. Like to see it in the trainer.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RavingRabbid on July 10, 2010, 08:02:25 pm
BloodShadow, you don't choose which cards to discard. It's a forced, random discard. Also, the behavior with Adrenaline is the same as with the active skill Venom.
So I don't even get to choose which card I discard? It's definitely OP now.
Nah, your just scared of it. What if it discards a pillar? :3.

Also, this is K.0.ed so easily its not funny.

Firebolt? Death. Unupped death-er.
Icebolt? Not death, but very close. Unupped scorp death.
Lighting? Death.

Not to mention that this thing is Otyugh Candy :)
Otyugh Candy with Poison.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: coinich on July 10, 2010, 08:05:43 pm
Its in the trainer I think; the other two are at any rate.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kael Hate on July 10, 2010, 08:11:16 pm
K a few minutes with this in the Trainer.

- Needs Atk value to cause discard.
- Quite easily stripped AI5 with Momentum, Dune Scorp and Eternity.

Could easily build a False god killer with Time I think. Elidnis losing his Quints was nasty. I think I'm worried that I'll lose my quints too. O and no more holding Fire Lance for endgame, cause Dune scorp kills that.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xoned on July 10, 2010, 08:15:32 pm
I can imagine a 40 card supernova rainbow. Blessed quintied scorpions with a protected eternity to back it up.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: $$$man on July 10, 2010, 08:20:16 pm
K a few minutes with this in the Trainer.

- Needs Atk value to cause discard.
- Quite easily stripped AI5 with Momentum, Dune Scorp and Eternity.

Could easily build a False god killer with Time I think. Elidnis losing his Quints was nasty. I think I'm worried that I'll lose my quints too. O and no more holding Fire Lance for endgame, cause Dune scorp kills that.
mind posting FG deck
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kael Hate on July 10, 2010, 08:22:26 pm
Best looking of the Scorpions.

One I'd like least to make it into the game at current state.

Suggested Change - Neurotoxin returns the card to the deck. (Preferably Shuffled into or bottom of)

Is there an AI who has this to play against yet?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Essence on July 10, 2010, 08:25:20 pm
God, this is overpowered. No card should be able to affect my HAND. I mean, seriously, my hand is a "safe zone" that shouldn't be touchable.
Q-F-T.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Demagog on July 10, 2010, 08:34:59 pm
I don't see why yall are complaining. This card is pretty balanced. It's a bit slow, so as long as you get a good start, you can just play cards as you draw them. It's about time that time got this ability anyway.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmizzle7 on July 10, 2010, 08:39:33 pm
I don't see why yall are complaining. This card is pretty balanced. It's a bit slow, so as long as you get a good start, you can just play cards as you draw them. It's about time that time got this ability anyway.
QFT. Rush decks couldn't care less about a 0/3 that could potentially destroy their hand (that will be empty in 1-2 turns anyway). Control decks are punished though.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kael Hate on July 10, 2010, 08:47:38 pm
I don't see why yall are complaining. This card is pretty balanced. It's a bit slow, so as long as you get a good start, you can just play cards as you draw them. It's about time that time got this ability anyway.
QFT. Rush decks couldn't care less about a 0/3 that could potentially destroy their hand (that will be empty in 1-2 turns anyway). Control decks are punished though.
So elements is reduced to "He who plays the most rushed deck wins" ?

PS: Anyone found an AI who has this yet?

PPS: Lol @ earth being most resistant to this with Diamond shield.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: asymmetry on July 10, 2010, 08:55:13 pm
God, this is overpowered. No card should be able to affect my HAND. I mean, seriously, my hand is a "safe zone" that shouldn't be touchable.
Q-F-T.
This could lead to a quote avalanche, but i agree. I also like Kael's nerf but hmm... this card could still be brutal.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Baily18 on July 10, 2010, 08:57:44 pm
Yeah, i guess it'd be better if the card was put into the deck.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kuroaitou on July 10, 2010, 09:14:11 pm
I'd think that the 'Cause poisoning if ingested' after effect would be better if instead, it would REWIND the card back into the opponent's deck (so if you have a quinted otyugh, you just wasted it) - it'd fit :time's theme much better that way. :)

On the card itself - yes, it has the horrifying potential to be overpowered in any :time-'rush' deck (haven't seen many of those lately), and the fact that it can bypass any shield with Momentum is frightening. But Kael's suggestion to simply place a card at the bottom of the deck is too safe an idea. I imagine that Zanzarino's concept of discarding cards immediately from the hand is an advanced 'passive' that should be implemented, especially since this card requires at LEAST 2 elements (3 if you want it to be safe from creature control spells like Thunderstorm or shields such as Fire Buckler and Thorn Carapace). Blessing, Momentum, Plate Armor + Rage Potion - Time doesn't have the ability to buff their own creatures, so this card kind of has to splash another element or its useless otherwise.

Time has Sundials (Stopping), Turtle Shield (Slowing), Rewinds/Eternity (Reversing), and Hourglasses/Sundials/Precognition/etc. (Defensively Hastening in respect to the owner) - I imagine that Discard fits in perfectly with :time's missing niche, "Offensively Hastening in respect to the enemy".
Title: Re: Dune Scorpion | Dune Scorpion
Post by: genraenera on July 10, 2010, 09:18:39 pm
Seems OP to me, even if it does take a blessing or some other boost to start working, its too devastating.  How about having it be a 50% chance of discarding a random card from their hand?  That would be a nice compromise, allowing it to still have its new ability, but not quite so potent.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Terroking on July 10, 2010, 10:05:13 pm
Its in the trainer I think; the other two are at any rate.
Yes, all 3 cards are currently in the trainer and available for testing.

This card is pretty OP.

The fact that it has such low hp is negligible. Since Momentum and Blessing are the best ways to buff it, it will pretty much always have more than 3 hp, perhaps even 6.

The thing is, even if it is frail, it can kill your control cards. Before you use them. The only thing that works in the enemy's favor is that they have a chance to use their cards on it before they lose them, unless for some reason they don't have the quanta (Denial tactics anyone?). This gives a lot more power to the reusable control cares, like oty and EE.

Another thing: Animate deck playing these? Good luck...
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xoned on July 10, 2010, 10:08:42 pm
This card destroys combo decks.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RedWarrior0 on July 10, 2010, 10:30:06 pm
I smell a nerf coming on this...

I like the "Puts a hand card back into the deck". Combo with eternity to lock & drain enemy hand. While they need quanta to play cards, they need cards to get quanta.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Demagog on July 10, 2010, 11:21:39 pm
If yall really think this is OP, how about this: freezes one card in your opponent's hand for one turn. So basically it becomes dead for one turn.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: godofdeath500 on July 10, 2010, 11:57:05 pm
honestly, i like like the ability as is. i think it implements a lot more strategy because it requires the opponent to "think outside the box" when this comes into play.

But i doubt that, if implemented into the AI decks, i doubt they would use it properly, simply because it gives, say, a creature with 0/5 (i.e. elite otygugh) priority over this card when its targets a creature  when blessing or momentum.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Retribution on July 11, 2010, 12:31:29 am
Ugh, why did Zanz have to bring a whole new set of cards to the game?
Now even the hand isn't safe...
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Terroking on July 11, 2010, 12:34:48 am
Hopefully we'll get some new card drawing to counteract this.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Retribution on July 11, 2010, 01:06:13 am
Hopefully we'll get some new card drawing to counteract this.
It's kind of ironic how time is supposed to be based on drawing cards
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Glitch on July 11, 2010, 01:50:02 am
Fiddled around with this in the trainer.  I'll admit it's pretty overpowered, significantly less than cards like fractal, but still deserving of a nerf.  And I'm guessing the ability to choose which card you have to discard is too difficult to program.

It think it'd be much more balanced if it came into play with -1 attack power.  Momentum isn't enough to make it attack, and blessing and the scorpion can be blocked by most shields.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Terroking on July 11, 2010, 02:05:33 am
Fiddled around with this in the trainer.  I'll admit it's pretty overpowered, significantly less than cards like fractal, but still deserving of a nerf.  And I'm guessing the ability to choose which card you have to discard is too difficult to program.

It think it'd be much more balanced if it came into play with -1 attack power.  Momentum isn't enough to make it attack, and blessing and the scorpion can be blocked by most shields.
But negative attack means that it will attack. Anything that makes a sign appear on your opponent's health bar qualifies as a "Successful attack", so this will be like giving it Momentum when it comes into play, as Anti-matter ignores almost all shields.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Glitch on July 11, 2010, 02:06:48 am
Huh?  Seriously?  That's a stupid mechanic.  Perhaps edit the cards ability so it doesn't work with a negative attack?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xoned on July 11, 2010, 03:09:57 am
Huh?  Seriously?  That's a stupid mechanic.  Perhaps edit the cards ability so it doesn't work with a negative attack?
Maybe "when this card deal damage to your opponent?"
Title: Re: Dune Scorpion | Dune Scorpion
Post by: godofdeath500 on July 11, 2010, 03:11:10 am
It think it'd be much more balanced if it came into play with -1 attack power.  Momentum isn't enough to make it attack, and blessing and the scorpion can be blocked by most shields.
i think the reason it comes into play as a 0 attack creature is so that it doesn't heal your opponent on the turn you play it, because then that would be a major turn-away.
i mean, who wants to play a card that heals your opponent on the first turn (and maybe more) while waiting to play a blessing or momentum?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Dragoon1140 on July 11, 2010, 03:33:55 am
Huh?  Seriously?  That's a stupid mechanic.  Perhaps edit the cards ability so it doesn't work with a negative attack?
Maybe "when this card deal damage to your opponent?"
That is currently how it works.  You deal negative damage.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: MrSexington on July 11, 2010, 03:59:24 am
Fiddled around with this in the trainer.  I'll admit it's pretty overpowered, significantly less than cards like fractal, but still deserving of a nerf.  And I'm guessing the ability to choose which card you have to discard is too difficult to program.

It think it'd be much more balanced if it came into play with -1 attack power.  Momentum isn't enough to make it attack, and blessing and the scorpion can be blocked by most shields.
So you're saying you want me to make an Entropy/Time deck with Antimatter, Chaos Power, and Dune Scorpions?

Hm... you wouldn't even have to focus on the scorpions.  They would just be there to supplement the rest of the deck.  Even just a pair of them in a 30 card deck would be nice.

 :)
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xoned on July 11, 2010, 04:19:42 am
Huh?  Seriously?  That's a stupid mechanic.  Perhaps edit the cards ability so it doesn't work with a negative attack?
Maybe "when this card deal damage to your opponent?"
That is currently how it works.  You deal negative damage.
When this card causes reduces your opponents heal in the amount of it's current attack, make them discard one card.
Happy?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: godofdeath500 on July 11, 2010, 04:20:03 am
Fiddled around with this in the trainer.  I'll admit it's pretty overpowered, significantly less than cards like fractal, but still deserving of a nerf.  And I'm guessing the ability to choose which card you have to discard is too difficult to program.

It think it'd be much more balanced if it came into play with -1 attack power.  Momentum isn't enough to make it attack, and blessing and the scorpion can be blocked by most shields.
So you're saying you want me to make an Entropy/Time deck with Antimatter, Chaos Power, and Dune Scorpions?
No, i think he means that when it is played, its stats are  -1/3, not make a whole deck based around those three concepts.
And BTW chaos power is way too random to be reliable, i agree its one of the most powerful buff cards in the game along with from Rage Potion.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: PhuzzY LogiK on July 11, 2010, 05:15:17 am
And I'm guessing the ability to choose which card you have to discard is too difficult to program.
I don't see why.  It could almost piggyback on the function that makes you discard if you have a full hand.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Dragoon1140 on July 11, 2010, 05:23:09 am
I'll be posting this in all three thread I guess.

Code: [Select]
6qq 6qq 6qq 6u2 6u2 6u2 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 71e 71e 71e 74a 74a 74a 74a 7ao 7ao 7ao 7n0 7n0 7qd 7qd 7qd
The 9 ??? is 3 scorpions of each type.

I don't care what anyone says, this is fun as hell to play.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Innominate on July 11, 2010, 05:49:10 am
The card isn't fantastic against FGs, because they draw two each turn and usually have enough quanta to play whatever they draw. Against players however it would be deadly. I don't think a card that encourages players to blindly play whatever they have in their hand is a good gameplay mechanic. It was already fair being punished for holding out for a combo by not being able to play it earlier; this card makes combos impossible unless you get them in the first few turns.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Mastermind79 on July 11, 2010, 05:55:48 am
The card isn't fantastic against FGs, because they draw two each turn and usually have enough quanta to play whatever they draw. Against players however it would be deadly. I don't think a card that encourages players to blindly play whatever they have in their hand is a good gameplay mechanic. It was already fair being punished for holding out for a combo by not being able to play it earlier; this card makes combos impossible unless you get them in the first few turns.
I don't know, but if you could get it in a time-lock deck (2-3 Eternities rewinding everything), it could actually work.

It is OP, though. Good thing there isn't a Eclipse card for :time ...

Edit: I feel guilty looking at the index page and seeing my name on 4 or 5 parts...
Title: Re: Dune Scorpion | Dune Scorpion
Post by: godofdeath500 on July 11, 2010, 06:29:02 am
The card isn't fantastic against FGs, because they draw two each turn and usually have enough quanta to play whatever they draw. Against players however it would be deadly. I don't think a card that encourages players to blindly play whatever they have in their hand is a good gameplay mechanic. It was already fair being punished for holding out for a combo by not being able to play it earlier; this card makes combos impossible unless you get them in the first few turns.
I don't know, but if you could get it in a time-lock deck (2-3 Eternities rewinding everything), it could actually work.

It is OP, though. Good thing there isn't a Eclipse card for :time ...

Edit: I feel guilty looking at the index page and seeing my name on 4 or 5 parts...
true...true.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Glitch on July 11, 2010, 06:38:31 am
I STILL don't understand this eternity + dune lock you guys are going on about.  If you rewind an opponents creature, it goes on top of their deck, and your dune hits BEFORE it's drawn.  Then, after it's drawn, the AI simply plays the damn creature again, meaning you didn't do squat to kill it.  It's actually just the normal eternity lock, but with some extra anti-spell defense.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Dragoon1140 on July 11, 2010, 06:41:39 am
I STILL don't understand this eternity + dune lock you guys are going on about.  If you rewind an opponents creature, it goes on top of their deck, and your dune hits BEFORE it's drawn.  Then, after it's drawn, the AI simply plays the damn creature again, meaning you didn't do squat to kill it.  It's actually just the normal eternity lock, but with some extra anti-spell defense.
Dragon rushes will be killed, just more so with Dune.  Any expensive creature the opponent has might not always be played immediately.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmdt on July 11, 2010, 06:55:31 am
This card effect looks fun but is way OP.  I seriously hope this card is a rare if it comes out in anything close to the current format.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kael Hate on July 11, 2010, 07:46:58 am
I STILL don't understand this eternity + dune lock you guys are going on about.  If you rewind an opponents creature, it goes on top of their deck, and your dune hits BEFORE it's drawn.  Then, after it's drawn, the AI simply plays the damn creature again, meaning you didn't do squat to kill it.  It's actually just the normal eternity lock, but with some extra anti-spell defense.
With Eternity, you keep returning their card, thus they never draw anything new. The way to escape this time lock is to wait a turn then rush out your creatures, but with Dune Scorp you are losing that card you are trying to hold.



PS: I don't think this card is Overpowered, but it is definitely going to create Negative Play Experience and make the environment uncomfortable to play in.


PPS: Is their an AI who has this I can play against that has this?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmizzle7 on July 11, 2010, 08:01:39 am
Kael, every deck controlled by the AI has copies of the new cards in their deck during beta testing in trainer.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kael Hate on July 11, 2010, 08:06:48 am
Kael, every deck controlled by the AI has copies of the new cards in their deck during beta testing in trainer.
Damn. Yet to see the AI play the Dune Scorp yet, let alone have the Dune Scorp and a Blessing/Momentum.

Title: Re: Dune Scorpion | Dune Scorpion
Post by: BloodlinE on July 11, 2010, 11:39:07 am
I can soo imagine this with fractal :) EPIC denial if it weren't for the 0 atk D:

But I think momentum can fix that ;)
your right
Title: Re: Dune Scorpion | Dune Scorpion
Post by: BluePriest on July 11, 2010, 01:39:39 pm
I dont think its OP. It requires splashing for it to be powerful at all, so right off the back you need a 2 card + 2 element combo. Also, pillars you will play immidiatly, and you will get to the point where you dont NEED to save creatures in your hand for a combo. A deck based off of this card wont do very good with CC since niether  :light nor  :gravity have good creature control (I dont consider gravity pull all that powerful especially since the scorpians will only do 1 damage per turn) and so you need so splash an additional element to have CC,
Title: Re: Dune Scorpion | Dune Scorpion
Post by: unionruler on July 11, 2010, 01:45:50 pm
I dont think its OP. It requires splashing for it to be powerful at all, so right off the back you need a 2 card + 2 element combo. Also, pillars you will play immidiatly, and you will get to the point where you dont NEED to save creatures in your hand for a combo. A deck based off of this card wont do very good with CC since niether  :light nor  :gravity have good creature control (I dont consider gravity pull all that powerful especially since the scorpians will only do 1 damage per turn) and so you need so splash an additional element to have CC,
I want to see you get thrashed by a Dune Scorpion based FG  :D
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Italy2 on July 11, 2010, 02:12:00 pm
This card can certainly cause a lot of destruction if used properly...
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xoned on July 11, 2010, 02:22:05 pm
The card isn't OP when it is played, but when it causes you to have no cards in your hand you only have one turn to play a card or else you lose it.
Combine that with quanta denial, imortality and CC and ou'e got a new ragequit deck.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Thalas on July 11, 2010, 04:32:36 pm
I think it's fine. the Dune Scorpion needs another element to be effective. Most of trio and duo decks aren't very effective. I know better decks.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmdt on July 11, 2010, 05:26:22 pm
One thing I thought about with this card.  As of now, rush decks are weak to all those crazy control decks like fire stall and rage quit.  As of now, there aren't an appreciable amount of decks that can easily beat these control decks.  With a card like this it could develop a triangle were rush decks beat hand disruption decks, hand disruption decks beat control stalls, and control stalls beat rush decks.

With the sheer number of control stall decks that have been around lately, having hand disruption to slow them down is not the worst thing that can happen, especially they still have a number of counters.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: BluePriest on July 11, 2010, 06:37:46 pm
I dont think its OP. It requires splashing for it to be powerful at all, so right off the back you need a 2 card + 2 element combo. Also, pillars you will play immidiatly, and you will get to the point where you dont NEED to save creatures in your hand for a combo. A deck based off of this card wont do very good with CC since niether  :light nor  :gravity have good creature control (I dont consider gravity pull all that powerful especially since the scorpians will only do 1 damage per turn) and so you need so splash an additional element to have CC,
I want to see you get thrashed by a Dune Scorpion based FG  :D
Oh I could imagine an amazing FG based deck with this and black hole and quicksand with flying pulvys, but a player deck, I dont think so.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: tyranim on July 11, 2010, 09:44:59 pm
wow, this is also RIDICULOUSLY overpowered. just like its death twin. fractal is getting the spot light lately isnt it?
honestly, the death one and this time one, i just cant find the words to describe how increadibly overpowered they are. thankfully they are just prototypes and not ingame cards :P
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kuroaitou on July 11, 2010, 09:58:11 pm
Why do people still think it's THAT overpowered?

I mean, if you don't have ANY card that can boost its attack to a positive ratio (Momentum and Blessing only - Rage potion kills it unless you couple it with Plate Armor), then it's a dead card vulnerable to nearly every form of creature control (except Thunderstorm if you upgrade it).

The fact that this card requires AT LEAST one other card in order to work makes it a lot less 'deadly' than it appears. PvP-wise, yes, it's still annoying/deadly when used right, but this won't change anything in regards to the False Gods (no one is going to use this against them), and if they somehow lobotomize the momentum off? Get ready to deal with a nasty shield to block that measly 1 damage unless you have another momentum in your hand.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: tyranim on July 11, 2010, 10:04:19 pm
you dont need momentum, but it would go well with it. what im saying is make a fractal/this card/buffer deck and you have EXTREME speed. hold on, im going to build a deck

(reserved for deck)
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Uncle Jellyfish on July 11, 2010, 10:33:43 pm
Was playing around with this in the trainer, and made this little beauty:

Code: [Select]
74a 74a 74a 74a 74a 74c 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q4 7q4 7q4 7qc 7qc 7qc 7qd 7qd 7qd 7qd 7qd
Combining the momentumed Dune Scorps with the damage and CC of Scarabs makes it quite effective. Also, just a single early Momentumed Scorp can severly hinder the opponent.

???cards are Dune Scorpions, upgraded of course.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Tea is good on July 11, 2010, 10:36:16 pm
Now I want a green nymph.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: tyranim on July 11, 2010, 10:37:17 pm
omg... i fogot about adrenaline. that may be better than any fractal deck i was thinking of
Title: Re: Dune Scorpion | Dune Scorpion
Post by: tyranim on July 11, 2010, 10:52:06 pm
ok i take it back, this card isnt ridiculously op, but it is rather powerful. i have yet to build a decent deck using it as a main card. but i did build one that uses all 3 and its pretty good so far. the biggest drawback of this card so far is that its almost completely useless after a few turns, unless your opponent has VERY low quanta and has fast forward cards
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Dragoon1140 on July 11, 2010, 10:52:24 pm
omg... i fogot about adrenaline. that may be better than any fractal deck i was thinking of
How so?  It only allows a maximum of two doses per turn, and that is assuming you buffed it first.

In my opinion, because you shouldn't ever be Fractal'ing this scorpion since buff cards are limited, this card is powerful but balanced.  This is just what :time needed, to be honest.

EDIT:  Half-ways ninja'd.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Tea is good on July 11, 2010, 11:31:25 pm
NOOOOOOOOOOO! it pwns my miracles! and FGs in general. (lol, if they have one card in their hand and you know it is CC, just play this and momentum same turn. WAIT, they draw two per turn.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Tea is good on July 11, 2010, 11:36:44 pm
Anyone know who made the art for these? (I figure that it was Zanz because there is no listing)
Title: Re: Dune Scorpion | Dune Scorpion
Post by: BluePriest on July 11, 2010, 11:43:30 pm
Fractaling these is pointless. The  :death one is another thing since eclipse can power them, but since a buff is required for each one, TU or adrenaline is better (which still require ou to have a 3 element deck). I still dont see this card to be OP. Its best at stall decks, rush decks its next to pointless since you can generally play cards the instant you get them, and a single EE takes them out in control decks. Even a lot of Stall decks usually have a good amount of CC, a traditional rainbow wouldnt be hindered by this card too much, especially dial ones.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: iKevinly on July 12, 2010, 12:51:21 am
You know one way it could be massively OP'd?
...
...
...
:) If a FG were made out of it xD Can you IMAGINE a FG named, "Scorpi---" nvm >_> dam, too much like Scorpio LOL. Ahh, name it something like "Scorpion" or "Needle" or something that is Trio-Deck'd and uses all 3 or atleast this and the 2 counter poison scorpion :)

2 Cards per turn, 200 HP, epic ness :)
Title: Re: Dune Scorpion | Dune Scorpion
Post by: godofdeath500 on July 12, 2010, 02:42:39 am
You know one way it could be massively OP'd?
...
...
...
:) If a FG were made out of it xD Can you IMAGINE a FG named, "Scorpi---" nvm >_> dam, too much like Scorpio LOL. Ahh, name it something like "Scorpion" or "Needle" or something that is Trio-Deck'd and uses all 3 or atleast this and the 2 counter poison scorpion :)

2 Cards per turn, 200 HP, epic ness :)
it would be even worse if rainbow OR scorpio had even a couple of the scorpions,
that would make rainbow unbeatable and scorpio even harder to beat... YIKES!!!!
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Innominate on July 12, 2010, 06:15:55 am
As has been said, this card isn't particularly devestating against rush decks. It does, however, absolutely wreck stall decks. It will almost certainly be part of the standard rainbow or eternity rewind lock decks against some FGs. It will be a fantastic addition to control decks as well; MrSexington's rage quit deck (with eternity and photon for rewind) has very long matches against FGs because they end up with a full hand, discarding and drawing 1 per turn. The biggest problem that I can see with the card is the same as for other creatures; once you have one out, all the others in your deck are basically pointless. At most, you would need 3 of these out at any one time.

I wonder if it could be slotted into a devourer/vampire fractal aether/rainbow. Probably too heavy on cards and not much use for the extra elements.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: the dictator on July 12, 2010, 04:52:18 pm
I dont think its OP. It requires splashing for it to be powerful at all, so right off the back you need a 2 card + 2 element combo. Also, pillars you will play immidiatly, and you will get to the point where you dont NEED to save creatures in your hand for a combo. A deck based off of this card wont do very good with CC since niether  :light nor  :gravity have good creature control (I dont consider gravity pull all that powerful especially since the scorpians will only do 1 damage per turn) and so you need so splash an additional element to have CC,
I want to see you get thrashed by a Dune Scorpion based FG  :D
Osiris  ;D

And gravity has good control, it is called otyugh ;)
But with time, why not use scarabs.

Considering this, I made this deck:
Code: [Select]
744 744 74a 74a 74a 74a 74a 74a 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q8 7q8 7qc 7qc 7qc 7qd 7qd 7qd 7qd 7qd 7qdThe ?'?? are Dune scorpions
Title: Re: Dune Scorpion | Dune Scorpion
Post by: miniwally on July 12, 2010, 07:08:06 pm
The gravity towers are completely pointless by the looks of it. add 2 more pharoahs or something instead.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Bloodshadow on July 12, 2010, 07:19:00 pm
As the original designer of Osiris, I say we give him 12 Dune Scorpions. Just to show how OP this card is.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmdt on July 12, 2010, 07:27:41 pm
As the original designer of Osiris, I say we give him 12 Dune Scorpions. Just to show how OP this card is.
Actually 12 would not be that OP and would be a waste, slowing down the deck.   These guys would still need unstoppable to be useful and I bet the AI prioritises Pharaoh and scarab over over the scorpion.  Also 12 would eat up spaces that scarabs could be generated to.  1-2 out with momentum is plenty to adversely effect a deck.  Maybe 4 total in the deck would be a good number.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Amilir on July 12, 2010, 07:38:53 pm
As the original designer of Osiris, I say we give him 12 Dune Scorpions. Just to show how OP this card is.
That's rather like saying Dark Matter shows how OP black hole is.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xoned on July 12, 2010, 09:34:52 pm
Serqet.
12 supernovas
12 blessings
12 unstopables
8 dune scorps
8 forest scorps
8 deathstalkers
Then some other cards. (CC, sheilds, perm control, weapons)
I just really wanna see a pillarless FG.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Redthallium on July 13, 2010, 06:02:11 am
agreed
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Arondight on July 13, 2010, 11:29:18 am
This card is scary.. But, I like it a lot. You can't play it with Mono and you can destroy stalling decks with it (Even though Time already had an edge over stall). Mostly liking how no card is truly safe unless immortal or protected.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: fiver49 on July 13, 2010, 09:01:01 pm
I know I'm restating many peoples's opinions plus my own together right here, but in my mind this is card is very Over-Powered.  If your opponent has six of them, they could easily make it so that you have 1 turn to play the cards in your hand or you lose them, which would devastate cards like Miracle's power.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Arondight on July 13, 2010, 10:39:26 pm
Even if you had six of them, you would also need six cards and two different kinds of quanta to buff them up for attack.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Marvaddin on July 14, 2010, 01:02:16 am
1st thing, couldnt think about a proper thread to say: are we really going to have 3 cards from different elements with the very same picture? All elements have a dragon, each one with a different picture, I dont see why should have scorpions with same picture.

2nd, also think its OP. Like people said, It shouldnt make you to discard. Combo decks would be ruined. Eternity alone is enough to trouble a lot of decks, and with this... well.

It needs a 2nd element to be playable? Surely, but whats the problem? The sinergy with Gravity is already good. Blessings would just require a Light mark too. And it wouldnt be easy to kill, like people said. It could remove the control card from hand, before its used or the player have the right amount of quanta.

Anyway, its a very dangerous card. I believe we shouldnt have it as a live card.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: PuppyChow on July 14, 2010, 01:27:43 am
After some testing, I don't think it's that OP.

Needing an off element is more significant than you think. It ensures that you won't be able to play one on turn 1, so your opponent will be able to empty his/her hand. It can set them back, but so can destroying a card when its played. And destroying it after its played also costs the opponent the quantum to play it. On top of that, the card destroyed is random (well, random in that you don't choose it).

Now it's different with spells; you can't destroy spells after they've been played. So this card has the upper hand in that category. And it destroys a card every turn as well.

So let's look at it:
Way of DestructionProsCons
With Dune Scorpion-Every turn without upkeep
-Can destroy spells
-2 Element combo
-Chooses randomly (in effect)
-Won't always do anything
After card has been played-Opponent uses quanta
-Single element combo
-Sometimes every turn (usually with upkeep)
-Can't destroy spells
-Can't always destroy every turn, and when it does it needs an upkeep
Seems balanced to me.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Dragoon1140 on July 14, 2010, 04:04:09 am
With all honesty, I'm not as excited for Dune Scorpion as I am for the new mechanics it introduces.  As of its release, it will be the first card to directly influence our opponent's hand.  This only means that other cards should be introduced similar to this in the future.

To keep up the anti-control theme, why not have a spell or creature that makes the opponent draw a card?   :P
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Seravy on July 14, 2010, 07:20:13 am
Whoa, does 0 damage and I'm discarding cards from my own hand for it every turn, how useless...wait, how about fixing the card text to say the opponent needs to discard, because that's what the card is probably intended for?
More nitpicking :
Causes poison when DEVOURED. There is no ability by the name of "ingest", it's called "devour".
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Avenger on July 14, 2010, 10:29:16 am
It should better 'rewind' the oty instead of poisoning it. That is still annoying, especially if next round it (its surviving buddy) forces you to drop the oty :)
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Malduk on July 14, 2010, 11:17:13 am
OP or not, I'm on the bandwagon with those that dont like idea of messing with opponents hand. Ruins gaming experience as #1 con.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: the dictator on July 14, 2010, 11:44:50 am
Yes, I agree, it is a nice card to fight the AI, but we haven't been able to test it in pvp yet, where it will be really annoying, if it won't be an almost direct win card.

I mean, there are only a few no spells that can deal with those, being: otyugh and scarab, but they will get poisoned, mind flayer, lobotomizer, arctic squid, some nymphs (red and auburn one for example).
The nymphs are too expensive, so you won't be able to get them out, unless you are lucky enough to be able to play them when you draw them. So that leaves only water and aether do do something.
I will ruin spell decks especially those with miracle, stone skin, or bolts.

I think it is to much of a game change, because even more people will feel forced to play a rush deck, to have least trouble.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Marvaddin on July 14, 2010, 01:30:56 pm
PuppyChow, there are just a few elements that can have both permanent and creature control. Its up usually to fire and darkness, although creature removal from Darkness (drain life) is not that good without the proper quanta. So in most cases, if you will have control of both permanent and creatures, you will also use 2 elements or more.

In fact, like many people, I dont really care about it getting nerfed. I dont think we should have a card with this type of effect, at least for now.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Arondight on July 14, 2010, 02:18:39 pm
I have agree with PuppyChow. That was pretty much the same conclusion I came to after testing. Seems too powerful, but requires quite a lot of cards to work very successfully. and I'm not just saying that because I want to mess up people's hands..  :)
Title: Re: Dune Scorpion | Dune Scorpion
Post by: slovenc555 on July 14, 2010, 03:02:51 pm
lol, it doesn't attack, but it somehow deals an succesful one?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: BluePriest on July 14, 2010, 03:14:13 pm
lol, it doesn't attack, but it somehow deals an succesful one?
Thats what stops this card from being OP. Its really brilliant how Zanz had a card idea he wanted, knew that the communit would think its OP, knows the limits of the game engine, and finds the perfect solution. a card that has a powerful effect, but is useless without another element, still weak nonetheless.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xoned on July 14, 2010, 03:45:46 pm
The card isn't OP, it's just very annoying. Especially if it destroys your supernovas in a PVP rush deck, that's just evil.

The AI used PU on my 3|6 dune scorp and destroyed my shockwave. -.-
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmdt on July 14, 2010, 04:15:35 pm
The card isn't OP, it's just very annoying.
I think you summed this card up in a sentence.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: godofdeath500 on July 15, 2010, 05:24:25 am
Agreed.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: finkel on July 16, 2010, 05:12:55 am
Annoying to the point where I wouldn't want it in-game. It counters decks that use card-strategies reliant on combos of cards or playing cards in certain situations (permanent or creature control spells, miracle, fractal, bonewall combos (of which there are ridiculous amounts), flying weapons decks, decks that rely on quintessences, just to name a teeny tiny few). It's one card that counters too many others. Wings is at least weak to perm control, being stolen especially, airborne creatures, momentum, etc. etc.

This card, if played early, is only vulnerable to early CC, and with adrenaline or with 1+ others, is just horrid, lol.

I have the feeling it would cripple too many decks, and make rushing even more popular (My rush decks steadily win the most in pvp), and interesting card synergies and strategies even less so, which makes me sad.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Dragoon1140 on July 16, 2010, 05:20:53 am
Annoying to the point where I wouldn't want it in-game. It counters decks that use card-strategies reliant on combos of cards or playing cards in certain situations (permanent or creature control spells, miracle, fractal, bonewall combos (of which there are ridiculous amounts), flying weapons decks, decks that rely on quintessences, just to name a teeny tiny few). It's one card that counters too many others. Wings is at least weak to perm control, being stolen especially, airborne creatures, momentum, etc. etc.

This card, if played early, is only vulnerable to early CC, and with adrenaline or with 1+ others, is just horrid, lol.

I have the feeling it would cripple too many decks, and make rushing even more popular (My rush decks steadily win the most in pvp), and interesting card synergies and strategies even less so, which makes me sad.
I agree with jmdt:

With a card like this it could develop a triangle were rush decks beat hand disruption decks, hand disruption decks beat control stalls, and control stalls beat rush decks.
We are seeing that control decks are becoming more and more prevalent, and as result a card like this comes out.  It won't ruin all control decks, not at all, but it does counter them, OTK, and rainbows.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: DrunkDestroyer on July 16, 2010, 08:16:14 am
The word hate describes this card in one word for me.
The cards in the last few updates have all been good, and improved the game (with the possible exception of Fractal which crosses the border of OP)
We now need filler cards (gargoyle, steam machine) not cards that use new and unwanted mechanics.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: coinich on July 16, 2010, 10:24:54 am
I appear to be the only one welcoming this new card.  Guys, why should your hand be safe?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kael Hate on July 16, 2010, 11:44:13 am
I appear to be the only one welcoming this new card.  Guys, why should your hand be safe?
Because the denial effect voids the presence of cards. In other games this can be offset with Search or mulitfunction effects but they don't exist in this game.
Denial also provokes nnegative feelings in the game because it stops you playing the game rather than trying and losing.

The worst of the effect is that once a card is discarded, its gone and you never even got to use it. This effect changes the enviroment into a rush fest.

Title: Re: Dune Scorpion | Dune Scorpion
Post by: Arondight on July 16, 2010, 12:19:31 pm
You have a point there, if there were ways to recycle or reclaim cards, the game would be a better environment for Dune Scorpion. But, then, I remember you also don't like graveyards..  :-X

Still, I like Dune Scorpion.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kuroaitou on July 16, 2010, 12:24:07 pm
Because the denial effect voids the presence of cards. In other games this can be offset with Search or multifunction effects but they don't exist in this game.
Denial also provokes negative feelings in the game because it stops you playing the game rather than trying and losing.

The worst of the effect is that once a card is discarded, its gone and you never even got to use it. This effect changes the environment into a rush fest.
Personally, I hate rushes, but otherwise I get your point. :(

The only problem is, what would be a better mechanic then? Just rewinding of the cards in the player's hands back randomly into/at the bottom of their deck? That would actually be a form of anti-deckout to the enemy, which would actually give some players an advantage to stay alive...
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kael Hate on July 16, 2010, 12:27:08 pm
You have a point there, if there were ways to recycle or reclaim cards, the game would be a better environment for Dune Scorpion. But, then, I remember you also don't like graveyards..  :-X

Still, I like Dune Scorpion.
I like graveyards when I can play in them.
Still don't think Elements needs a Graveyard.
If the card returned to your deck rather than being lost, I would have no issue with Dune Scorpion.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Arondight on July 16, 2010, 12:32:03 pm
You have a point there, if there were ways to recycle or reclaim cards, the game would be a better environment for Dune Scorpion. But, then, I remember you also don't like graveyards..  :-X

Still, I like Dune Scorpion.
I like graveyards when I can play in them.
Still don't think Elements needs a Graveyard.
If the card returned to your deck rather than being lost, I would have no issue with Dune Scorpion.
If Dune Scorpion sent it to the bottom of the deck, then maybe it would be more friendlier to your opponent (lol)? But, then, does that mean Dune Scorpion's attack should remain 0?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: coinich on July 16, 2010, 03:23:26 pm
I have always wanted more search options...
Title: Re: Dune Scorpion | Dune Scorpion
Post by: slovenc555 on July 16, 2010, 05:41:04 pm
I appear to be the only one welcoming this new card.  Guys, why should your hand be safe?
Hey, I support the card too. the rush of the (online) hunt... ah yes... especially when your prey runs you over
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Essence on July 17, 2010, 12:39:57 pm
If the card returned to your deck rather than being lost, I would have no issue with Dune Scorpion.

QFT (again).
Title: Re: Dune Scorpion | Dune Scorpion
Post by: coinich on July 17, 2010, 12:47:45 pm
If the card returned to your deck rather than being lost, I would have no issue with Dune Scorpion.

QFT (again).
I wouldn't mind this either, but I'd also prefer it to be sent to the bottom of the deck.  Note that this would make your opponent's deck immortal as long as Dune Scorpion attacks, unless they play that last card.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kael Hate on July 17, 2010, 04:57:31 pm
If the card returned to your deck rather than being lost, I would have no issue with Dune Scorpion.

QFT (again).
I wouldn't mind this either, but I'd also prefer it to be sent to the bottom of the deck.  Note that this would make your opponent's deck immortal as long as Dune Scorpion attacks, unless they play that last card.
I'd be ok with that too. As long as I got to play the card sometime without it being lost forever.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: nilsieboy on July 20, 2010, 11:18:39 am
i like the idea of this card,finaly the time that time can also do things with the hand of the opponent.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: xxxdeathxxx on July 20, 2010, 11:33:04 am
wow.. this+TU+unstoppable...
Title: Re: Dune Scorpion | Dune Scorpion
Post by: BluePriest on July 20, 2010, 12:32:04 pm
If it ever was changed to moving a card to the bottom of the deck (which I personally prefer the current version over that, since that could actually help your opponent) then I think it should start with atk points.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: figmentofyourimagination on July 21, 2010, 03:46:20 pm
Sigh... I read it as if YOU, the one who played it, had to discard a card upon each succesful attack... There really should be some better wordings on some cards. But now that I get it that it's the other way around, I don't think it's OP. I mean, I was actually thinking about when there would be a "discard" spell in the game, I would aghve thought it would have been a Dark spell though. No matter.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: nilsieboy on July 23, 2010, 08:47:42 am
this is a deadly new  :time :gravity combo,pharaoh,scorpion and momentum
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Antagon on July 27, 2010, 12:34:46 am
its way too strong, in combo with black holes and momentums, you could shut down your opponent completely. yes, it depends on luck to get this out fast enough, but if you do, there is barely anything to do for your opponent. card-advantage deluxe. (and shutdown for any rainbow with reverse times too).

i really really hate that card, it is atm.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: OldTrees on July 27, 2010, 04:31:20 am
its way too strong, in combo with black holes and momentums, you could shut down your opponent completely. yes, it depends on luck to get this out fast enough, but if you do, there is barely anything to do for your opponent. card-advantage deluxe. (and shutdown for any rainbow with reverse times too).

i really really hate that card, it is atm.
If you can shut your opponent down with Quanta Denial + Discard then you can shut them down with Quanta Denial.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Avenger on July 27, 2010, 06:12:22 am
Not necessarily. If you already got out some heavy hitters, denial is not enough.
I've won against fractal pests a few times when i was completely out of quanta.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: twinsbuster on July 27, 2010, 06:40:07 am
Not necessarily. If you already got out some heavy hitters, denial is not enough.
I've won against fractal pests a few times when i was completely out of quanta.
you're right. So the card is fine as is.

For example you have 5 dune, 5 momentum, 5 blackhole and 2 chargers for a 30 card deck
if your opponent put down a giant frog in turn 1-2, then you lock him down in the rest of the game, you still lost the game if you don't draw the attack early
if you put in more attackers, you won't have enough cards to lock down your opponents as 6 Dune Scorpion require another 6 card slots to buff
Title: Re: Dune Scorpion | Dune Scorpion
Post by: BluePriest on July 27, 2010, 01:27:08 pm
Exactly. 2 card combos are a pain, especially when time is of the essence. You may get lucky and pull this off early, but you cant have a deck built around it, and still have good damage control. I think pests were a great example. Decay has some of the best quanta denial in the game. Yet is also considered one of the weakest FG's. Just because you CAN knock out someones hand eventually., that doesnt mean you will, or that its an effective strategy
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Innominate on July 27, 2010, 02:36:13 pm
The only problem with this card is that it's so much better for FGs than it is for players. Of course, with their normal AI they would only ever buff this card if they had no other viable creatures (or very bad ones), so I'm not too worried.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: BluePriest on July 27, 2010, 02:38:44 pm
It reminds me of the flamethrower units in the original Red Alert. One of those things that I hate playing against, but also cant stand using myself.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: edunavas on July 27, 2010, 04:01:51 pm
For example you have 5 dune, 5 momentum, 5 blackhole and 2 chargers for a 30 card deck
if your opponent put down a giant frog in turn 1-2, then you lock him down in the rest of the game, you still lost the game if you don't draw the attack early
if you put in more attackers, you won't have enough cards to lock down your opponents as 6 Dune Scorpion require another 6 card slots to buff
But if you adrenaline the card it would discard your whole hand with a single attack. Pretty OP
Title: Re: Dune Scorpion | Dune Scorpion
Post by: astraldragoon on July 27, 2010, 07:34:33 pm
sounds good btw !!
but i think u need to couple it with another element
a mono time with that one will be usefull i think
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Rundas on July 27, 2010, 09:39:11 pm
Why not put a limit on how many cards can discarded by turn?

.-.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Innominate on July 28, 2010, 05:23:35 am
Why not put a limit on how many cards can discarded by turn?

.-.
I'm pretty sure this ability is like all the others that activate after an attack, in that it only works twice per creature per turn (first and last attack).
Title: Re: Dune Scorpion | Dune Scorpion
Post by: tinkady on July 28, 2010, 09:26:10 pm
these are great when used with rewinds/eternity
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Clipse on July 29, 2010, 10:58:36 am
Cant wait to put this with deathstalker in my death/time deck, definately not OP  :P
Title: Re: Dune Scorpion | Dune Scorpion
Post by: BluePriest on July 29, 2010, 01:22:42 pm
Cant wait to put this with deathstalker in my death/time deck, definately not OP  :P
Ummm.... whats the third element going to be? You need somethign that can power up your creatures since they have 0 atk
Title: Re: Dune Scorpion | Dune Scorpion
Post by: finkel on July 29, 2010, 06:13:19 pm
@Tinkaday: I've come up with some horrible (as in, extremely good) decks with this, eternities, dragons, and earthquakes. Earthquakes+rewinds=opponent can't play cards as he draws them=destroy them in his hand.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Clipse on July 29, 2010, 10:33:15 pm
Cant wait to put this with deathstalker in my death/time deck, definately not OP  :P
Ummm.... whats the third element going to be? You need somethign that can power up your creatures since they have 0 atk
i have the mark of gravity, +3 unstoppables to current deck  :D
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Tea is good on July 30, 2010, 05:16:54 am
Can't wait to use this in my specific deck against Miracle.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: smuglapse on August 01, 2010, 08:37:18 am
If any card was deserving of rarity, I think this would be a good one.  Not because of its power level, but because of its annoyingness.

Rarity is a mechanism to keep cards away from newer or casual players.  What cards would you want to keep away from this group?

Powerful cards:  No, not unless you want to promote elitism.
Annoying cards: Yes; newer players would not be frustrated by them, and veterans would know how to adjust to them appropriately.  (see Arctic Squid)

Note: I'm not saying the card is fine as is, just noting its perceived frustrating quality.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: CB! on August 01, 2010, 02:31:10 pm
Can't wait to use this in my specific deck against Miracle.
I was just thinking, this card could have some value in the end game against false gods that spam miracles... or twin universe for that matter...
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Malduk on August 01, 2010, 05:03:40 pm
Can't wait to use this in my specific deck against Miracle.
I was just thinking, this card could have some value in the end game against false gods that spam miracles... or twin universe for that matter...
Maybe for the first fight of the day if you know you'll face someone like Miracle. Other than that, I dont see it worthy of a card slot against random FG.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmdt on August 01, 2010, 06:02:23 pm
Can't wait to use this in my specific deck against Miracle.
I was just thinking, this card could have some value in the end game against false gods that spam miracles... or twin universe for that matter...
Maybe for the first fight of the day if you know you'll face someone like Miracle. Other than that, I dont see it worthy of a card slot against random FG.
Yeah this card isn't that useful most of the time versus the fg.  Fractal or eternity are the best ways to stop miracle.  You either outdamage it or let them use them all up.  As far as TU spam, a combination of aflatoxin and to a lesser degree ulitharid are good to stop this.

On a second note, I feel this card is a bit UP, not as bad as deathstalker, but still 0 attack is crippling.  Even with 1-2 of these out, I don't prevent my opponent from playing cards as they draw them and they will never kill an opponent by themselves.  Using 6 of these and 6 momentum gives you effectively 5-6 slots for adding more attackers.  This essentially leaves you using silurian dragons, which are slow, and pharaohs, which are slower to beat your opponent.

I have a feeling this card also needs 1 attack out of the box, but aren't sure how that will work in practice.  The scary part of this card is that the opponent can play it and you lose a card before you have a chance to react.  Its almost reminds me of how SoR worked before it was nerfed.  My suggestion is one of 2 things.

1.) The card comes in play with 1 attack, but is also in a time bubble so cannot attack the first turn.  This would give it one attack so no buff cards are needed, but would prevent a spam that could clear your hand before you have a chance to react.

2.) Make the card come in play with 0 attack, but give it an ability that cost's 1 quanta (:time, or :gravity make the most sense) that gives it 1 attack.  This may be impossible with the way abilities work, so it may have to come in play with 1 attack and have to pay to 1 quanta to activate the ability.

What do you guys think about these suggestions?  This card needs a small buff in attack, but also a limitation on attacking the first turn with the effect.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: burne on August 01, 2010, 06:37:56 pm
As it introduce completely new rules, I think it doesn't need any buff to be stronger.
According to me, it seems not OP too, just well balanced.
Let see by ourselves how it will be used.
I love this new way even if I don't find it very usefull. And I don't think we will see many of those.
 
Title: Re: Dune Scorpion | Dune Scorpion
Post by: rotface on August 01, 2010, 06:56:18 pm
dont think i like this
Title: Re: Dune Scorpion | Dune Scorpion
Post by: teffy on August 04, 2010, 12:49:58 am
I don´t like this too. You have little choices, which card you play in normal games. This card makes the possiblities to choose smaller.

Can´t we invent a better effect for this card ?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Retribution on August 04, 2010, 12:51:49 am
"Have the possibility of drawing a card every time this creature successfully attacks?"
"One random creature on the enemy's field is poisoned for one count every time this creature successfully attacks?"
Title: Re: Dune Scorpion | Dune Scorpion
Post by: zanzarino on August 04, 2010, 07:52:42 am
A new version of dune scorpion is available in the trainer.

The new neurotoxin effect adds 1 poison damage, like the other scorpions, but every time the opponent plays a card while poisoned with neurotoxin one extra poison is added to the counter.

Purify removes neurotoxin.

Please take some time to try the new version and compare against the old one.
 
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RavingRabbid on August 04, 2010, 07:54:17 am
A new version of dune scorpion is available in the trainer.

The new neurotoxin effect adds 1 poison damage, like the other scorpions, but every time the opponent plays a card while poisoned with neurotoxin one extra poison is added to the counter.

Purify removes neurotoxin.

Please take some time to try the new version and compare against the old one.
Whoa, I probably like this more.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: twinsbuster on August 04, 2010, 08:01:43 am
A new version of dune scorpion is available in the trainer.

The new neurotoxin effect adds 1 poison damage, like the other scorpions, but every time the opponent plays a card while poisoned with neurotoxin one extra poison is added to the counter.

Purify removes neurotoxin.

Please take some time to try the new version and compare against the old one.
Oh, you want to provide a strong combo with Dune Scorpion and Nightmare against AI. But it'll be a trio.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kuroaitou on August 04, 2010, 08:04:56 am
A new version of dune scorpion is available in the trainer.

The new neurotoxin effect adds 1 poison damage, like the other scorpions, but every time the opponent plays a card while poisoned with neurotoxin one extra poison is added to the counter.

Purify removes neurotoxin.

Please take some time to try the new version and compare against the old one.
Definitely liking this A LOT more. Thanks Zanz.

The poison effect makes more sense and is in line with the other Scorpions (excluding the fact that the other two have easier ways of getting the poison onto the opponent). Major plus with the combination (as twinsbuster pointed out) between this card and Nightmare, as the opponent will have to make the choice of deciding if playing the card is worth adding more poison to their health.

Purify might see even more use now... hm... :)

I'm testing it right now in trainer, and this change may give me a chance to try this against FG's in a new deck...
Title: Re: Dune Scorpion | Dune Scorpion
Post by: twinsbuster on August 04, 2010, 08:12:26 am
I'm testing it right now in trainer, and this change may give me a chance to try this against FG's in a new deck...
Please also notice it is another anti fractal card :)

Although the combo with nightmare exist, it will not be well used. It needs three cards with different elements: "Dune Scorpion, buff spell and Nightmare" for just dealing some poison damage.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: smuglapse on August 04, 2010, 10:55:17 am
This deck's a bit bloated but I beat Ferox, Miracle, and Neptune.  Lost to Decay, Rainbow, Graviton, and Scorpio.  Would have figured Neptune had Purify, but nope.   :D

Code: [Select]
6rn 6rn 6rn 6rn 744 74a 74a 74a 74a 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q4 7q4 7q4 7q4 7q4 7q4 7q5 7q5 7q5 7q5 7q8 7q8 7qc 7qc 7qd 7qd 7qd 7qd
It's basically just Osiris with Dunes added in.  If you can get them locked with Turtle Shield and Eternity, Nuerotoxin can get pretty high, even if it's your only real damage due to FG CC.

UPDATE:  Lost to Gemini, Divine Glory, and Eternal Phoenix
(http://imageplay.net/img/m7Gbd77765/osiris.jpg) (http://imageplay.net/)(http://imageplay.net/img/m7Gbd77766/oblit.jpg) (http://imageplay.net/)
...Lost to Divine Glory, Seism, Miracle twice, Graviton, and Dream Catcher
It would be nice if Turtle Shield affected weapons.

...Lost to Hermes, Ferox, Octane, Chaos Lord, Neptune... modified deck beat Dream Catcher this time.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Baily18 on August 04, 2010, 11:52:40 am
A new version of dune scorpion is available in the trainer.

The new neurotoxin effect adds 1 poison damage, like the other scorpions, but every time the opponent plays a card while poisoned with neurotoxin one extra poison is added to the counter.

Purify removes neurotoxin.

Please take some time to try the new version and compare against the old one.
thats awesome. Now there are more cards to counter that OPish fractal
Title: Re: Dune Scorpion | Dune Scorpion
Post by: BluePriest on August 04, 2010, 12:04:49 pm
I like that vesion, but I also like the old one. I think a new scorpion should come out that way we can have both :)
Title: Re: Dune Scorpion | Dune Scorpion
Post by: smuglapse on August 04, 2010, 12:07:35 pm
What is weird about it, is that it just requires the one application.  You get your Dunie out with buff, it hits, and then your opponent immediately kills it.  Well, no problem it's already done the deed, now it's up to your Eternity, Rewinds, and possibly Nightmares to build up the damage.  It fits in perfectly with Time.

Is there a deck in the trainer that uses it, so we can see what it's like getting hit with this thing?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Malduk on August 04, 2010, 12:20:13 pm
I really love the change. It is not just less annoying that original, but also more useful.
This + Rewinds = lockdown with load of poison damage. I just tried Dunes with flying Eternities, it worked pretty well. Dune is out early, so unless your opponent has a Purify, you have nice growing unstoppable damage.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmdt on August 04, 2010, 03:55:40 pm
Wow, time got a huge buff with this change.  They never before had enough damage to really hurt an opponent quickly, but this gives a card that really can pile it on along with ethernity and rewind that they use already.

Fractal's op argument gets smaller by the minute with the new cards zanz is releasing.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: kev on August 04, 2010, 04:02:33 pm
btw the card reads "successfu" in trainer.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: guolin on August 04, 2010, 05:51:42 pm
Wow, this new Neurotoxin = amazing. First of all, there won't the complaint that people's hands are their safe zones, and Duney violates them. (thanks, Zanz, for keeping Elements unique from the other Card Games) Secondly, this new mechanic is excellent. I'm going to try it in trainer, and I'll probably start making decks using this card once it's released.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RedWarrior0 on August 04, 2010, 05:57:16 pm
Awesome new change. This and Nightmare are the Fractal nerfs everyone wants.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kael Hate on August 04, 2010, 05:57:35 pm
Just found that the ability has changed and it no longer hits cards in hand but rather poisons the opponent.
I don't mind this new version, its not overly strong and doesn't come pre-powered up.

Still disliking the pufferfish with it 3 atk tho.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: guolin on August 04, 2010, 06:02:32 pm
Just found that the ability has changed and it no longer hits cards in hand but rather poisons the opponent.
I don't mind this new version, its not overly strong and doesn't come pre-powered up.

Still disliking the pufferfish with it 3 atk tho.
Pufferfish really deserves the buffs, especially with so much competition. Plus, now Water has a double buff - Purify is going to see tons more use.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Malduk on August 04, 2010, 06:05:01 pm
Awesome new change. This and Nightmare are the Fractal nerfs everyone wants.
1) These are not Fractal nerfs, just ways to counter Fractal if you're packing them in the deck. I dont think they will be widely used, so Fractal decks will still be viable.
2) Not everyone wants Fractal nerfs. I dont want it to be nerfed, but reworked.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: smuglapse on August 04, 2010, 11:06:42 pm
This is a pretty fun mechanic--you apply the first dose, then stall, stall, stall.
Fractal decks (Decay and Eternal Phoenix) have actually been very hard for this deck.
(http://img138.imageshack.us/img138/1008/dreamh.jpg)(http://img153.imageshack.us/img153/6488/geminiy.jpg)(http://img594.imageshack.us/img594/5045/chaos.jpg)(http://img63.imageshack.us/img63/2626/mortec.jpg)Have been about 33% against FGs so far.  Maybe that's too strong?

I'm going to try without the Pharaohs.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Baily18 on August 04, 2010, 11:13:09 pm
33% against FGs? strong? No. :P
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Malduk on August 04, 2010, 11:14:23 pm
Fractal decks (Decay and Eternal Phoenix) have actually been very hard for this deck.
Yeah, the card isnt really the hard counter to Fractal, you actually have to have good defence to stop its damage and give accumulated poison enough time to kill the opponent. I didnt get time to test it myself, but playing the card in some type of control/stall rainbow would be nice to test. Turtle shield often isnt enough.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: kintar on August 05, 2010, 12:29:13 am
This is going to be brutal against Rainbow. He can lay down a bunch of hourglasses and play like 10 cards per turn... if he doesn't mind racking up 10 more poison counters on himself every turn  :))
Title: Re: Dune Scorpion | Dune Scorpion
Post by: guolin on August 05, 2010, 12:54:53 am
This is going to be brutal against Rainbow. He can lay down a bunch of hourglasses and play like 10 cards per turn... if he doesn't mind racking up 10 more poison counters on himself every turn  :))
These new cards love to punish the AI. :)) AI probably needs a rework in v.1.25.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Mastermind79 on August 05, 2010, 12:57:42 am
Whoa, I probably like this more.
Agreed, this card is now not overpowered at all, and might actually be somehwat underpowered.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Marvaddin on August 05, 2010, 03:23:02 am
What is weird about it, is that it just requires the one application.  You get your Dunie out with buff, it hits, and then your opponent immediately kills it.  Well, no problem it's already done the deed, now it's up to your Eternity, Rewinds, and possibly Nightmares to build up the damage.  It fits in perfectly with Time.

Is there a deck in the trainer that uses it, so we can see what it's like getting hit with this thing?
And this is something I dont think its fair. Add poison counters for people playing cards? At least do it non-pillar / tower cards.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: smuglapse on August 05, 2010, 04:08:28 am
So, here is a deck that uses just Neurotoxin for damage (and a little from Momentum and Eternity).
Code: [Select]
6qq 6rn 6rn 6rn 6rn 6rn 6rn 74a 74a 74a 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q3 7q4 7q4 7q4 7q4 7q4 7q4 7q5 7q5 7q5 7q5 7q8 7q8 7q9 7q9 7q9 7q9 7q9 7q9 7qd 7qd 7qdResults of 50 FG games:
chaos lord 2-2
dark matter 2-2 (1 EM)
decay 1-0
destiny 3-0
divine glory 1-0
dream catcher 3-0
elidnis 0-1
eternal phoenix 1-3
ferox 0-3
fire queen 0-3
gemini 1-1
graviton 0-2
hermes 0-3
incarnate 0-3
miracle 0-1
neptune 1-0
osiris 3-0 (1 EM)
paradox 2-0
rainbow 0-1
scorpio 0-3
seism 0-2
40%
Title: Re: Dune Scorpion | Dune Scorpion
Post by: twinsbuster on August 05, 2010, 04:14:34 am
What is weird about it, is that it just requires the one application.  You get your Dunie out with buff, it hits, and then your opponent immediately kills it.  Well, no problem it's already done the deed, now it's up to your Eternity, Rewinds, and possibly Nightmares to build up the damage.  It fits in perfectly with Time.

Is there a deck in the trainer that uses it, so we can see what it's like getting hit with this thing?
I have tried it. Don't use Nightmare since it will kill yourself.
Time don't have a good damage preventing shield.
And you need gravity for momentum anyways so don't make it a trio.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Bloodshadow on August 05, 2010, 04:43:38 am
Can Neurotoxin be Purified? How does it stack with normal poison?

I know I can test this out myself, but I'm feeling lazy right now :P
Title: Re: Dune Scorpion | Dune Scorpion
Post by: suxerz on August 05, 2010, 05:12:04 am
yep it can be purify as normal... normal poison will just stack to neurotoxin. the only diff is in visual - in the "poison-colour-counter" = yellow (neurotoxin)

and neurotoxin cannot be stacked - i.e. even if 20 dunes hit you in 1 turn, you will still be poisoned +1 for every card you play in your turn - or else it'll be too OP i guess
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Glitch on August 05, 2010, 05:18:20 am
Made this deck for the lolz.

It uses nightmare and scorpions.
Code: [Select]
7jp 7jp 7jp 7jp 7jp 7jp 7jt 7jt 7jt 7jt 7jv 7jv 7jv 7jv 7jv 7jv 7q0 7q0 7q0 7q0 7q0 7q0 7qd 7qd 7qd 7qd 7qd 7qd 7th 7th 7th 7th 7th 7th
Plus, it uses solar buckler effectively, which is also HILARIOUS.

I just don't like how 6 scorpions don't cause six poison for each card played.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmizzle7 on August 05, 2010, 05:26:06 am
Made this deck for the lolz.

It uses nightmare and scorpions.
Code: [Select]
7jp 7jp 7jp 7jp 7jp 7jp 7jt 7jt 7jt 7jt 7jv 7jv 7jv 7jv 7jv 7jv 7q0 7q0 7q0 7q0 7q0 7q0 7qd 7qd 7qd 7qd 7qd 7qd 7th 7th 7th 7th 7th 7th
Plus, it uses solar buckler effectively failtastically, which is also HILARIOUS.

I just don't like how 6 scorpions don't cause six poison for each card played.
Fixed. :) I tried the deck. Awful.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Glitch on August 05, 2010, 05:26:49 am
It can barely kill AI3, but it's a joke deck.  I'd post it in the humor section if that were allowed.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: wavedash on August 05, 2010, 05:36:14 am
This seems like a pretty powerful card when it comes to PvE; a deck that was thrown together less than a day after the card was released has 40% win rate? Imagine how well a fine-tuned deck could do.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: smuglapse on August 05, 2010, 07:10:16 am
This seems like a pretty powerful card when it comes to PvE; a deck that was thrown together less than a day after the card was released has 40% win rate? Imagine how well a fine-tuned deck could do.
It's only 50 games, but I was surprised at that success.  When all the scorpions go live, more of the FGs might need Purify in their decks.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Glitch on August 05, 2010, 02:37:26 pm
Yea, I've been working on dune scorpion and nightmare in FG decks.

After all, every FG shares one weakness and one weakness alone.  Stupid AI.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Bloodshadow on August 05, 2010, 07:10:50 pm
I can imagine a rainbow stall deck, with LOTS of defenses, Quints, Dune Scorpions, etc. Buff and quint the Scorpions, and just stall it out with Dimensional Shields, Sundials, Shards, Wings, etc. Sundial doesn't even interfere with this, since your opponent gets poisoned regardless of whether the Scorpion attacks.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Dragoon1140 on August 05, 2010, 07:11:53 pm
since your opponent gets poisoned regardless of whether the Scorpion attacks.
Now that has to be a bug.  Otherwise, Momentum will see much less use.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Bloodshadow on August 05, 2010, 07:33:00 pm
since your opponent gets poisoned regardless of whether the Scorpion attacks.
Now that has to be a bug.  Otherwise, Momentum will see much less use.
S/he is poisoned whenever s/he plays a card. That's neurotoxin for you.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmizzle7 on August 05, 2010, 07:48:55 pm
What Bloodshadow meant to say was that Dune Scorpion doesn't have to attack anymore after its first successful attack. Once Neurotoxin is applied, it only gets more and more potent unless your opponent uses Purify.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Nume on August 05, 2010, 08:33:58 pm
I could definitely see some mass control fg decks working great with this + nightmare. Get the poison up, use an alfatoxin or just play a 1/2 att creature, nightmare it, and the fg will poison himself and fill his field at the same time :P.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Seravy on August 05, 2010, 08:45:24 pm
I think "Whenever the opponent plays a spell, add one poison counter to the opponent" as a passive triggered ability would work much better than this complicated neurotoxin stuff.

1. You can stop getting more poison by killing the scorpion...effects that stay on permanently after the source is destroyed are generally very overpowered.
2. There is no need for yet another game mechanic used by only a single card (neurotoxin)
3. You don't need to hit with it so no need to add another element just for a buff spell, the card would work by itself.
4. Multiple copies stack, so half of your deck won't be completely useless after the first hit (all your additional scorpions and buff spells are quite useless after the first hit otherwise)
5. Much simpler and easier to understand. Requires much less card text than properly explaining neurotoxin would take.

It'd need an increase in cost though if it does stack...would be too powerful for only 3 quanta that way. Of course it's possible to make it not stack easily by changing the text to "Whenever the opponent plays a spell and another copy of this ability didn't trigger for that spell yet, add a poison counter to that opponent"

Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmizzle7 on August 05, 2010, 09:08:20 pm
Additional card text doesn't need to happen as you suggest, Seravy, because Neurotoxin doesn't stack. I don't think it is complicated at all. Once Neurotoxin is applied, every single card that is played by your opponent adds to the poison, exactly as the card states.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Avenger on August 05, 2010, 09:54:33 pm
Haha, this effect is fun. A totally new mechanic we could build other card ideas around.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xinef on August 05, 2010, 10:02:26 pm
If anyone is interested, I used a Dune Scorpion deck for the Time Trials Phase 1.
I can't say the deck is really powerful, nor it is finely tweaked and tuned, but if anyone finds it useful as a source of ideas, you're welcome.

http://elementscommunity.org/forum/index.php?topic=10367.msg140953#msg140953

And the deck itself:
Code: [Select]
6rn 6rn 6rn 6rn 6rn 6rn 744 744 74a 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q5 7q5 7q5 7q5 7q7 7q7 7q8 7q8 7qc 7qd 80h 80h 80hI only used a single Scorpion, but with momentum+immortality and it was enough to form at least half of my offensive. Against dissipation shields, phase shields etc. it was my only offensive power, while against shieldless FGs it usually dealt around half of the damage.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: twinsbuster on August 06, 2010, 01:37:37 am
And the deck itself:
Code: [Select]
6rn 6rn 6rn 6rn 6rn 6rn 744 744 74a 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q5 7q5 7q5 7q5 7q7 7q7 7q8 7q8 7qc 7qd 80h 80h 80h
I'll suggest down the deck size to 31 cards,
remove all hourglass (-4),
-3 Time Tower,
-1 Gravity Tower,
-1 Anubis,
-1 Turtle Shield,
-1 SoG,
+1 Eternity,
+1 Animate Weapon

In fact Dune+Unstoppable is not a must, since Pharaoh can do the job and also prevent deck out. What Dune does is faster the damage and ignore shields.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: smuglapse on August 06, 2010, 04:29:55 am
50 more games, for a combined total of 100
Chaos Lord 3-3
Dark Matter 3-5 (1 was EM)
Decay 1-0
Destiny 4-1
Divine Glory 1-1
Dream Catcher 4-1
Elidnis 0-1
Eternal Phoenix 1-7
Ferox 1-5
Fire Queen 0-4
Gemini 1-1
Graviton 1-2
Hermes 0-4
Incarnate 3-6
Miracle 1-1
Morte 1-3
Neptune 2-0
Obliterator 0-3
Octane 0-1
Osiris 4-0 (1 was EM)
Paradox 5-0 (these wins take way too long)
Rainbow 0-3
Scorpio 0-7
Seism 1-4 (1 EM)
37%

It is pretty powerful as a damage source, but you have to construct a deck around it for it to really add up--so it seems OK, balance wise.  I don't know how it would play out against a 100 HP opponent, though.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xinef on August 06, 2010, 09:48:57 am
And the deck itself:
Code: [Select]
6rn 6rn 6rn 6rn 6rn 6rn 744 744 74a 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q5 7q5 7q5 7q5 7q7 7q7 7q8 7q8 7qc 7qd 80h 80h 80h
I'll suggest down the deck size to 31 cards,
remove all hourglass (-4),
-3 Time Tower,
-1 Gravity Tower,
-1 Anubis,
-1 Turtle Shield,
-1 SoG,
+1 Eternity,
+1 Animate Weapon

In fact Dune+Unstoppable is not a must, since Pharaoh can do the job and also prevent deck out. What Dune does is faster the damage and ignore shields.
Well, of course I based it on my experience with a Pharaoh deck, so the defensive part and the pharaoh-offensive part are similar, and only the gravity and Dune Scorpion part and some tweaks distinguish it from the standard Pharaoh approach I've used.

As for the suggestions, hourglasses are extremely useful both for the drawing power and for permanent control (protecting SoGs from deflags).
2 Gravity Towers was useful against Decay, Dark Matter and seems to fuel Scarabs better than one.
As for Anubises, yes, one might be enough, especially if it's only mark-powered, but it's nice to have it played early.
As for Turtle Shields, I'd sooner add another one, I've lost too many times due to not drawing one early enough.
+ Eternity + Animate Weapon... sonuds like a possible change, though increasing the deck size. It's a kind of both defensive and offensive card, so should not disrupt the defensive capabilities of the deck.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: collimatrix on August 08, 2010, 10:15:54 am
Dunno if it's been suggested before, but what if there were a separate card called the "dune scorpling" that's 2 :time to play 0HP/1, and 1 :time to grow into the dune scorpion proper and doesn't cause poisoning if ingested?  Then make the dune scorpion rare.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: jmdt on August 08, 2010, 06:07:52 pm
Dunno if it's been suggested before, but what if there were a separate card called the "dune scorpling" that's 2 :time to play 0HP/1, and 1 :time to grow into the dune scorpion proper and doesn't cause poisoning if ingested?  Then make the dune scorpion rare.
I recommended something like that with the old version.  Looks like zanz wants to keep this card at 0 attack.  I really don't like 0 attack cards that can't use there effect out of the box.  I will rarely use this card if ever.  I way stick 1-2 in a pharaoh deck IF I ever make one, but that's about it.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: stinky472 on August 09, 2010, 01:57:25 pm
The new version is very cool. I was pretty worried about the old version because it would demolish all my control decks, all of which have a few essential cards: a couple of creatures, shields, and/or weapons which, when lost, would really destroy me.

However, I think it makes purify so much more important. I almost think upgraded purify needs to be colorless now to balance things out a bit and maybe do like +2 healing instead of +1 so that it's not completely useless against non-poison decks.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RedWarrior0 on August 09, 2010, 03:10:25 pm
The new version is very cool. I was pretty worried about the old version because it would demolish all my control decks, all of which have a few essential cards: a couple of creatures, shields, and/or weapons which, when lost, would really destroy me.

However, I think it makes purify so much more important. I almost think upgraded purify needs to be colorless now to balance things out a bit and maybe do like +2 healing instead of +1 so that it's not completely useless against non-poison decks.
*repeated headdesk*

Upped Purify used to cost generic and does +2 healing.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: stinky472 on August 10, 2010, 01:27:27 pm
Oh my bad, I never ran purify in my deck (just seemed a bit too lacking for general purpose use to slow down my decks by including it, but seems more essential now with these scorpions), and I stopped playing for a while. Before, if I recall correctly, purify did not heal at all, it just fixed poison (before these new cards like fractal and aflatoxin were introduced). Currently it costs water quanta though, so perhaps it should go back to being generic but still keep the 2+ healing.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: LeetSkillz on August 15, 2010, 01:12:30 am
Anyone thinking to put Nightmare with this, regardless of that whole tri element thing that'd be pretty nice. Just get a cheap, weak card and a shield.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: MrSexington on August 15, 2010, 02:33:07 am
Anyone thinking to put Nightmare with this, regardless of that whole tri element thing that'd be pretty nice. Just get a cheap, weak card and a shield.
http://elementscommunity.org/forum/index.php/topic,11288.0.html
Title: Re: Dune Scorpion | Dune Scorpion
Post by: tyranim on August 16, 2010, 09:58:13 pm
the scorpions are now in game, they need to be moved to their respective elements
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xinef on August 17, 2010, 03:19:55 pm
I moved the topic and updated first post to show the current description (and use wiki pictures). Is that alright?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Kuroaitou on August 17, 2010, 03:27:50 pm
I moved the topic and updated first post to show the current description (and use wiki pictures). Is that alright?
It looks right I believe. :)
Title: Re: Dune Scorpion | Dune Scorpion
Post by: eu77 on August 17, 2010, 03:41:48 pm
Good morning, i didn't know where to write exactly so i replay to you.
I went to the creating card section and I suggest 2 new ones....but at the end they told me save as png...and i did.
But it's always on my computer...i thought it will be updated somewhere to make them evaluated.

Should i do something different?

thanks

EU77
Title: Re: Dune Scorpion | Dune Scorpion
Post by: kledar on August 30, 2010, 09:32:41 pm
maybe have pillar/pendulums be excluded from neuro toxin effect? seems kind of harsh when one keeps drawing pillars
Title: Re: Dune Scorpion | Dune Scorpion
Post by: safko01 on August 31, 2010, 04:44:18 pm
Is this a bug or is this card really supposed to keep damaging you every time you play a card EVEN AFTER you destroy it??

I got hit with it one time.  Killed it and still received damage with every card I played.  This seems a little TOO harsh since it effectively (time/momentum) has absolutely no way to protect yourself from it.

I mean once you get hit (especially if it is early) your kind of screwed.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Baily18 on August 31, 2010, 04:50:31 pm
^ its not a bug. and, the counter to that card is speed. any 30 card deck will take 24 poison altogether if dune scorpion is killed right away(and thats if your whole deck is drawn.) thats not bad enough to be OP imo
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RazorSkunk on September 04, 2010, 02:14:10 am
I think this card is overpowered and should be dealt with. It creates an ongoing condition that is exacerbated by what victim does and can only be countered by one card in one element.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Dragoon1140 on September 04, 2010, 02:15:39 am
I think this card is overpowered and should be dealt with. It creates an ongoing condition that is exacerbated by what victim does and can only be countered by one card in one element.
Or you can just not play unnecessary cards.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RazorSkunk on September 04, 2010, 02:20:30 am
You shouldn't have unnecessary cards in your deck.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: $$$man on September 04, 2010, 02:28:48 am
You shouldn't have unnecessary cards in your deck.
As in cards, you Don't have to use to win.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: zse on September 04, 2010, 07:42:16 am
Is this a bug or is this card really supposed to keep damaging you every time you play a card EVEN AFTER you destroy it??

I got hit with it one time.  Killed it and still received damage with every card I played.  This seems a little TOO harsh since it effectively (time/momentum) has absolutely no way to protect yourself from it.

I mean once you get hit (especially if it is early) your kind of screwed.
The card is perfectly balanced, even if you take Momentum-ability into consideration. Look for example Lava Golem + Quintessence. That's exactly as bad 2 card combo, and there's really just 1 card that can stop it (Thorn Shield).

In case of DuneS, it's NOT that little bugger that's gonna kill you, it's the rest of the deck that needs to be build around the combo, so it will stall you so much that eventually you'll get too much poison. And if you can build a deck that is capable to stall opponent for some 15-25 rounds, isn't it appropriate that you can have a card that's able to finish the job while doing it, and you're not forced to wait for another 20 rounds...
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xinef on September 04, 2010, 08:18:07 pm
Some simple calculations for anyone who believes Dune Scorpion is hard to counter.

Player 1: 6 dune scorpions, 6 momentums, 18 other cards
Player 2: 15 pillars, 15 hitters (average rush deck)

Player 1 plays a momentumed dune scorpion, 2 cards, 4/5 quanta cost for 1 growing damage each turn + Neurotoxin.

Player 2 plays on average one pillar per hitter, so that's 2 cards per hitter. 2 poison damage on yourself, 5-15 on opponent depending on your hitters (frogs - ruby dragons). Ok, if you go for dragons you could play 2 towers per dragon, it's still 3 poison damage for you 10-15 damage for opponent per turn. If you go for cheap creatures on the other hand you could play less than 1 pillar per creature. If you play nova/immolation, it's just a replacement for pillars, card count per creature staying roughly the same.

Conclusion: Neurotoxin by itself 'deals back' less than 1/3 of the damage you do each turn. On average, against a rush deck. Killing a rush deck with Neurotoxin itself is nigh impossible.

But... of course the Dune Scorpion player has those 18 other cards in his deck. And momentumed dune scorpions deal 1 damage + 1 more poison each turn. That's roughly equivalent to a physalia, but with much higher initial cost (2 cards, 4 quanta against 1 card 1 quanta), but without the recurring ability cost. If we assume that an average physalia uses it's ability 3 times during a game then it seems that (not counting Neurotoxin) the 6 Dune Scorpion + 6 Unstoppable is equal in power and cost to 6 Physalias.

Conclusion 2: We are 'paying' 6 cards for Neurotoxin.

Conclusion 3: We are paying ~1/5 of our deck to 'return back' around 1/5 to 1/3 of damage per turn our opponent deals. Seems a bit powerful, but generally balanced, especially because if opponent goes first, he will play most of his hand (mostly pillars) before we set up the combo. And there is no guarantee we can set up the Dune Scorpion combo during the first few turns.

Conclusion 4: Against non-rush decks, it greatly depends on the deck. Quantum denial can stop the combo by draining :gravity or :time before a single scorpion is played. Healing decks can outheal poison. Most control decks can kill the scorpions thus suffering only from Neurotoxin.

What about other decks? Those that cannot outheal poison damage, nor prevent it with denial? Well, those are vulnerable to ANY poison based deck, so they should pack Purify if they have access to :water, or if they don't they have to deal with it. Some decks are vulnerable to poison.



Conclusion 5: IMHO Dune Scorpions are an average card, neither too strong nor too weak. Usually they are more of a nuisance than a game breaker (the previous version of Dune Scorpions was even better at this). Decks with a lot of scorpions/momentums are vulnerable just because they use so many cards to set up this combo fast. Decks with less (eg. 1 scorpion, 1 momentum) need to dig through the whole deck to set up the combo giving you ample time to finish your setup and kill their owner. If I were a stupid False God, I'd be afraid of 'em. But I'm not :P
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Avenger on September 05, 2010, 10:01:25 am
Xinef: you don't have to have 6 of the dunes. You need 3, tops, just to ensure an early enough draw.
You can even rewind it for further use (you are stalling anyway), in case the opponent has purify.
If the opponent has a large deck and no purify, they will die from a single early dune prick.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xinef on September 05, 2010, 11:19:54 am
Yes, but that greatly decreases your chances of playing one early, so opponent often has enough time to setup. Playing your scorpion when opponent has already played a dozen cards decreases the usefulness of Neurotoxin greatly. It's a trade between reliability and the combos impact on the rest of the deck. You still need momentums or other buffs, so if you take less of both your chances of an early one decreases rapidly.

As for rewinding, you have to do it after it attacks at least once, so it rarely saves it from CC. And you still need more momentums than your opponent has purifys. So, you should either have spare scorpions and momentums, or quint it. I personally prefer using a single quinted momentumed scorpion against FGs, but that's because I use an anubis and 2 quints.

So yes, Dune Scorpion is one of those cards (like EQ, Discord, Devourers) that may be accused of being OP because they win many games if played early enough, but are much less useful if used late, so you have to very carefully choose the right amount. And definitely, Dune Scorpion decks are not the most reliable, which is their main weakness.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: zse on September 05, 2010, 12:01:05 pm
... And definitely, Dune Scorpion decks are not the most reliable, which is their main weakness.
:o No way,
ESco the Half-Blood Killer (http://elementscommunity.org/forum/index.php/topic,11715.0.html) disagrees!
I have >90% win rate on Half-Blood and >80% on PVP2 (not good on FG). So DS-deck can be reliable, but the thing that it gets sooo slow to play with. And like Xinef said, this one too can be out-rushed and OUT-PLAYED by skilled PVP player. But lets be honest here, how often you think rush decks should win against control decks, if the control deck is able to stall over 15 rounds?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: safko01 on September 06, 2010, 07:33:10 am
The card is perfectly balanced, even if you take Momentum-ability into consideration. Look for example Lava Golem + Quintessence. That's exactly as bad 2 card combo, and there's really just 1 card that can stop it (Thorn Shield).
I suppose your right about the golem/quint combo ... if you ignore phase shields, wings, fog, bone wall, dissipation shield, ice shield, dusk mantle, and procrastination.

Then I guess you could then say well you could do golem/momentum which then I would counter with fire lance, rage potion, lightning, shock wave, congeal, ice bolt, siphon life, Potentially aflatoxins, basilisk bloods, and rewinds.

So as you can see the lava golem combo is not as powerful as the momentum/dune scorp because it has a lot of different cards to counter it.


Xinef I guess after reading your argument you make some good points but IMHO opinion I still feel that the nuerotoxin ability should require an upkeep cost or something because although you made a lot of good points when it came to the chrysoar point you made you did forget one thing.  Chrysoar does require quantum to continue poisoning you while the nuerotoxin just requires one successful prick.  I could potentially be happier if this card at least was a little more expensive to put out.


Title: Re: Dune Scorpion | Dune Scorpion
Post by: zse on September 06, 2010, 07:59:49 am
The card is perfectly balanced, even if you take Momentum-ability into consideration. Look for example Lava Golem + Quintessence. That's exactly as bad 2 card combo, and there's really just 1 card that can stop it (Thorn Shield).
I suppose your right about the golem/quint combo ... if you ignore phase shields, wings, fog, bone wall, dissipation shield, ice shield, dusk mantle, and procrastination.

So as you can see the lava golem combo is not as powerful as the momentum/dune scorp because it has a lot of different cards to counter it.
Yes, I did ignore those cards, because they just stall Golem doing it's damage, they don't stop it.

I could argue that stalling of neurotoxin can be done with
Holy Light, Miracle, Emphatic Bond, Druidic Staff, Black Hole, Amber Nymph, Drain Life, Vampire, Liquid Shadow, Vampire Stiletto, Black Nymph, Stone Skin, Antimatter, Purple Nymph, SoD and SoG.
Your list had 8 cards, I have 16... But this debate is pointless and leads nowhere. There is, and more importantly, should be powerful combos of 2+ cards that make non-rush decks viable.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: safko01 on September 06, 2010, 08:08:49 am
Yes, I did ignore those cards, because they just stall Golem doing it's damage, they don't stop it.
If you read my original post my whole point is that the effect can not be stopped no matter what card you play once you get pricked.  As you point out I can play cards to delay the damage but even the very act of playing those cards is building up the counter more.  Once effected by the dune scorpion only purify can reverse it.

And it costs no additional quantum or anything for this effect.  I'm 8 pendulums away from making my first dune scorpion deck.  I will have a better understanding of how this card works after I use it more.


Until then I withdraw from this debate
Title: Re: Dune Scorpion | Dune Scorpion
Post by: RavingRabbid on September 06, 2010, 10:52:32 am
I think this card is overpowered and should be dealt with. It creates an ongoing condition that is exacerbated by what victim does and can only be countered by one card in one element.
Use the one element with the one card.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Xinef on September 06, 2010, 02:46:22 pm
... And definitely, Dune Scorpion decks are not the most reliable, which is their main weakness.
:o No way,
ESco the Half-Blood Killer (http://elementscommunity.org/forum/index.php/topic,11715.0.html) disagrees!
I have >90% win rate on Half-Blood and >80% on PVP2 (not good on FG). So DS-deck can be reliable, but the thing that it gets sooo slow to play with. And like Xinef said, this one too can be out-rushed and OUT-PLAYED by skilled PVP player. But lets be honest here, how often you think rush decks should win against control decks, if the control deck is able to stall over 15 rounds?
When speaking of win rates, I usually call it "efficiency", while ability to play a certain combo before winning or losing "reliability". Eg. a deck with 6 Dune Scorpions and 6 Momentums might be more reliable but less efficient than a deck with 3 Dune Scorpions and 3 Momentums.

So, Dune Scorpions are less reliable than eg. decks without a combo (simple pillars + hitters rush), so they are not the most reliable :P
As for efficiency, your win rate seems quite good, but it's hard for me to judge based on this. I'd have to see how well Dune Scorpion decks do in tournaments and similar events.

EDIT:
Or maybe I'll try your deck sometime and that'll suffice to change my mind :P 97% win rate with a deck very reliant on a combo might indeed mean it is close to 97% reliability, which is not so short of 100% reliability, and I don't know a deck with a higher reliability than that :P

Xinef I guess after reading your argument you make some good points but IMHO opinion I still feel that the nuerotoxin ability should require an upkeep cost or something because although you made a lot of good points when it came to the chrysoar point you made you did forget one thing.  Chrysoar does require quantum to continue poisoning you while the nuerotoxin just requires one successful prick.  I could potentially be happier if this card at least was a little more expensive to put out.
I did not forget it, I mentioned it when I assumed a Chrysoara uses it's ability on average 3 times, so that I could compare 1 :water + 3 :death cost to the 3 :time + 1 :gravity cost, so that the conclusion would be the main difference is you pay the same quanta, but 2 cards instead of one, for the same effect + neurotoxin, so neurotoxin is worth "1 card".
Of course chrysoara and scorpions differ in a few more ways (scorpion stopped by sundial, chrysoara stopped by quantum denial etc.) but they are still similar 0/1/2 base damage + 1 poison / turn creatures.

As for neurotoxin having an upkeep cost... I guess that would only make sense if the state of being neurotoxined had an upkeep cost for the opponent, and to be honest :death seems the most fitting, but that would extremely nerf the card, so I'm waiting for other suggestions :P
Title: Re: Dune Scorpion | Dune Scorpion
Post by: safko01 on September 06, 2010, 03:19:59 pm
As for neurotoxin having an upkeep cost... I guess that would only make sense if the state of being neurotoxined had an upkeep cost for the opponent, and to be honest :death seems the most fitting, but that would extremely nerf the card, so I'm waiting for other suggestions :P
Agreed that :death would be too much of a nerf but you could also do an upkeep cost of :time instead.

What about just increasing its cost by 1?
Title: Re: Dune Scorpion | Dune Scorpion
Post by: zse on September 07, 2010, 09:33:00 am
Agreed that :death would be too much of a nerf but you could also do an upkeep cost of :time instead.

What about just increasing its cost by 1?
Increasing what cost? Playing Dune Scorpion? To me that would seem like pretty much irrelevant nerf (in a stall deck it doesn't matter if you're forced to play the winning card-combo 1 or 2 turns later), but maybe you meant something else. And having some "upkeep costs" sounds little too much MTG for me...  8)

One nerf that could make neurotoxin less potent would be giving 1 random quanta to opponent every time he/she/it gains 1 more neurotoxin counter. Dunno, just got that wild idea and haven't really thought it trough yet... maybe that would turn DS totally unplayable.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Avenger on September 07, 2010, 10:43:31 am
I use the dunes in a stall deck that relies on permanents (eternity, shards, permafrost, etc).
Played against Halfbloods:

So far only a very fast creature rush with ruby dragons accompanied with a lack of rewind power/sundials,
and twice a very early butterfly effect entropy halfblood beat me. In all the other cases, halfbloods died against me, many times effortlessly.

In top50, it is also a winner, except for rare occasions where i couldn't build up the stalling strategy.

In pvp it seems to be good enough too. The dunes are ANNOYING, so many times people just give up against them.

While i use them, i wouldn't mind some nerf or change, because i think it is OP. Sure, you need a rainbow (momentum and quint) at least, plus stalling) to employ this. But i think it is something time rainbows could abuse too well. (So a raise of cost to 4 may be fine). That wouldn't cause time decks such a big blow, but time rainbows (which i usually employ too) wouldn't be so powerful with it.

Title: Re: Dune Scorpion | Dune Scorpion
Post by: safko01 on September 07, 2010, 12:55:35 pm
I actually think the best nerf for this would be that a single prick DOES NOT keep neurotoxin activated.  If you kill the dune scorp then you shouldn't continue to receive poison damage IMO.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: smuglapse on September 07, 2010, 01:14:02 pm
Here is the Dune Scorpion (http://elementscommunity.org/forum/index.php/topic,12312.0.html) topic in the Nerf This Card! board.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Szklarzified on September 07, 2010, 05:16:11 pm
As in my opinion this is the most overpowered card in this whole game.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Ovadosin on July 07, 2012, 03:26:36 am
I actually think the best nerf for this would be that a single prick DOES NOT keep neurotoxin activated.  If you kill the dune scorp then you shouldn't continue to receive poison damage IMO.

agreed I find it rather annoying when I kill those things and poison keeps going needs a nerf
Title: Re: Dune Scorpion | Dune Scorpion
Post by: eaglgenes101 on July 07, 2012, 06:47:05 am
1. It requires a 2-card combo.
2. Playing carefully after it strikes will keep the counter from going too high.
3. Purify, now also a creature healer and SoSac remover, will remove it.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: masterj830 on September 27, 2012, 02:48:27 am
this card is where all my wins come from, i love is especially when combined with momentum.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: Meruan4Nemesis on June 29, 2013, 08:36:15 am
Ok, so... I decided I try scorpion - momentum combo. And my opponent had electrocutor :D But this poison is most powerful in Elements.
Title: Re: Dune Scorpion | Dune Scorpion
Post by: CactusKing on March 27, 2017, 10:43:59 am
Just tested this in trainer:
If you get hit with neurotoxin while holding a +2 purify status you will receive a neurotoxin mark that says +1.
If you play a card the purify is removed, but playing more cards after that doesn't do anything. The neurotoxin effect can be removed by purifying yourself before you get poisoned.
If you had more than 2 purify counters, the neuropurify counter disappears when you play a card and turns into regular purify effect equivalent to the old neuropurify counter -1.

Weird card.
blarg: