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zse

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Time/Entropy Dune Scorpion, needs help with Quanta base https://elementscommunity.org/forum/index.php?topic=11335.msg139359#msg139359
« on: August 15, 2010, 09:12:38 pm »
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4vg 4vg 6rn 6rn 6rn 6rn 6rn 6rn 6ts 6ts 6ts 6ts 6tt 6u2 6u2 6u2 6u7 6u7 6u7 6u8 6u8 6u9 6u9 6ve 6ve 6ve 6ve 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 7q8 7q8 7q8 7qd 7qd 7qd 7ri 7ri 7ri 7ri 7ri 7ri 4 Entropy Pendulum, 3 Dune Scorpion, 6 Time Pendulum

Dune S. + Unstoppable is a great card combo, but Dune S. + Chaos Power is pretty much as good. 
I think that the almost pure Time version needs ways to control permanents, and I'm not sure if using Pulvy is gonna work that well. I also feel that Entropy can help the deck the more than Earth/Gravity can.

Reasons why I have some cards
SoG - life is really needed in control deck.
Antimatter - more life gain to survive initial rush. You can also use combo Scorpion+C.Power+Antimatter to pass shields if that is needed.
Butterfly Effect - permanent control.
Maxwell and Pandemonium - creature control.
Dissipation Shield or Turtle Shield - not sure what to use... help me on this one.

50 cards is too much, so I'd like to hear your opinions what could be taken out. I've tested this only on Half-Blood and it's working nicely there. What do you think needs to be done to get this deck good enough to fight FGs?

Sdgc

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Re: Time/Entropy Dune Scorpion https://elementscommunity.org/forum/index.php?topic=11335.msg139481#msg139481
« Reply #1 on: August 16, 2010, 12:37:55 am »
Hey, first of all, If you're using a time mark I see no reason to add the time pendulums. Although you may say that it's to avoid having only towers and preventing earthquakes and such, If that's the case then okei.

- I'll take out an antimatter, I think you have 3 because of the 3 DS so you could get pass the shields eventually, but 2 DS dealing 2 neurotoxic p/turn is enough.
- Maybe just 1 eternity, I use it only when I'm in danger of decking out and with 50 cards that is very unlikely... (if you take 1 Eternity then remove the animate weapon)
- Take out the 2 dimenssion shield
- Take out 1 or 2 SoG's
- Maybe 1 or 2 Electrum Hour

And having set aside those cards you should check how many towers you need later.

Maybe if you added some supernovas (perhaps entropy mark?) you could incorporate some momentum into the deck without having to worry about shields, and with the extra mana also add in some death scorpios to max the poison dealt, that way you could even remove a few pillars.
And with all the extra quanta given by some supernovas you could use some epinephrin to increase the pois dmg dealt p/turn, thus speeding your deck. But that is another story.

Hope this helps

zse

  • Guest
Re: Time/Entropy Dune Scorpion https://elementscommunity.org/forum/index.php?topic=11335.msg139715#msg139715
« Reply #2 on: August 16, 2010, 08:37:15 am »
Thanks for your comments Sdgc!
Yes, time pendulums + mark is to avoid EQ and Trident/Poseidon.
Antimatter is there 99,5% to get more lifegain, but on some really REALLY rare occasions I use it on my Scorpion to pass shields.
I think you didn't quite understand how Eternity works in this deck - it's not just to avoid decking out. E has actually both defense/attack role by rewinding enemy creatures, since replaying creatures adds more Neurotoxin counters. So at the same time E reduces enemy attack power / forces to draw & play same cards multiple times / gives more poison counters.

New smaller version. What you think of this?
Can someone advise me how to tweak Quanta base, cos I really don't know how to calculate the optimal amount of each Tower/Pend.
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6rn 6rn 6rn 6rn 6rn 6rn 6ts 6ts 6u2 6u2 6u2 6u7 6u7 6u7 6u8 6u8 6u9 6u9 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q5 7q5 7q8 7q8 7q8 7qd 7qd 7qd 7ri 7ri 3 DS, 2 Time Pends

I've now been able to win Morte, Seism and Paradox with this.  ;D


New Topic posted at
http://elementscommunity.org/forum/index.php/topic,11715.0.html

 

anything
blarg: