I made this deck in an attempt to find the best way to field dune scorpions in the first round.
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4vj 4vj 4vj 4vj 4vj 5rg 5rk 5rk 5rk 5rp 5rp 5rp 5rp 5rp 5rt 5rt 5rt 5rt 5rt 6u2 6u2 6u2 6u2 6u2 7q0 7q0 7q0 7q0 7q0 7q3 8pj
The strategy is fairly simple. Use nova and time tower to get a scorpion out with chaos power asap. Then use turtle shield, reverse time, and sundials to stall till the enemy dies.
This is devastating if you win the coin toss as the other player will poison themselves for every pillar / pendulum they play. Unfortunately, short of needing 1 more pillar upgrade, I'm not sure how to make it faster. I cant use upgraded nova because it wont be playable the first round.
So far this deck seems to be able to get a scorpion out and buffed on the first round about 50% of the time. It is almost a gauranteed win when it does except against those annoying purify cards or empathy spam decks. This deck makes a pretty effective level 3 grinder, but doesn't seem to have that extra something to hunt half bloods, which is what i was aiming for. It definitely puts a major dent in them, but just cant quite get in the extra 10 to 20 damage it needs before dying or decking out.
Anyone got any suggestions for improvement?