A lot of what I have to say about them has been said already, but here's my two cents.
number 1:The quanta usage seems weird to me. It looks almost like early game (first couple turns) you'd be short on
but then later you'd have way too much.
The TU you have in there doesn't really seem to belong. There is nothing in your deck to target with it so you're counting on your opponent to provide a target.
number 2:As was mentioned earlier, the amount of PC in this deck is a bit excessive. Against most decks you'll end up using steals on pillars and other targets that aren't that worthwhile.
In general this deck seems to have nice control, but very limited damage output.
Since most of your animate weapons are upped anyway you could probably use air pendulums instead of pillars and switch out some steals for drain life.
You might on rare occasion need all 6 animate weapons, but I think you'd get along just fine with only 5.
number 3:Death pillars would work a lot better than soul catchers. As it is you need to play a virus from the mark, then sack it to get
to play boneyards, then get another virus out and sack it before you can even start the combo. That puts in at least a 3 turn delay on your strategy, and it means you don't get any skeles from one of your six viruses.
For a deck so dependent on boneyards, you have very little cc in there. At the least retrovirus would be better than virus.
Finally, you're producing HUGE amounts of both
and
but you aren't doing anything with it.
number 4:Someone said this deck is illegal. I don;t know what the rules are, but it is in a different format than the others.
Pulling in another element just for perm control isn't worth it. You have 12 cards in your deck devoted to removing 6 of your opponent's perms.
The momentums can probably be run from mark alone. For that matter deflags can be run of the mark too (although obviously you can't do both). In general it looks like you'd have more quanta than you need.
Finally, Dune scorp needs to be combined with heavy stalling in order to work. Especially reverse time. you don't seem to have any stalling in this deck. Remember once the scorp hits once the neurotoxin is on your opponent. Try to poison them once early and then heavy stalling for the rest of the game.
number 5:I kinda like this one. I've seen adrenascorps before, but it always failed because it was so vulnerable to shields.
It looks like the quanta usage is off--I''m guessing you needed more
cards and that's why so many pendulums instead of playing momentum off the mark?
The gravity shield doesn't seem like it belongs. This deck has a lot of buffs in it but only 6 creatures, and those 6 only have 2 hp each. This makes your deck very vulnerable to cc. Armagio or even grav merc might have worked better than the grav shield.
In general where I'd try to go with this one depends on whether you want to go for a rush deck or stall and let the poison build.