DECK UPDATED
This version is much faster and more effective than the last! The principle remains the same so for strategy, read below.
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Edit: Hmm just realised I should have posted this in the Rainbow Deck Forum as there are 6 elements used in this deck so if someone could move it, it would be appreciated!
So I figured I'd finally get around to posting the scorp deck I made based on someone elses I saw a long while back so apologies if it's been posted before; I don't remember seeing one though.
Spoiler for Hidden:
Deck Helper comment: This deck was posted before the 1.32 game update and as a result no longer works correctly.
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The ? are 4 Deathstalkers and 4 Dune Scorpions.
The pillars are there for the opening hand and help with those 3 quanta cost things such as adrenaline and dune scorps when you only have one supernova.
If you get a good starting hand and, due to the nature of the numbers of cards that happens reasonably often, it can be very fast.
Pros:
Immune to permanent control
Very cheap quanta cards
Poison builds up very fast.
50% creature control immunity: Momentum goes through shield, adrenaline shrugs off Freeze, time bubble and stone skin fast.
Cons:
Early Blackhole and Pest will shut you down.
Damage spells really slow you down.
Strategy: Wait for a supernova or two and then use momentum on the dune scorp, blessing and adrenaline on the deathstalker and watch the poison build up.
The Adrenaline+Blessing combo turns a 0/4 deathstalker into a 12+4 mashing machine outdoing even a Ruby Dragon in terms of damage.
I go with Blessing over Chaos Power simply because 3 attack works with adrenaline a lot better than other random numbers.
The Divine Shards are purely an optional preference; I found myself needing only an extra turn to win on some occasions and those helped out greatly in those situations. Getting the first turn greatly improves your chances.
You will also get bad draws every so often but then what deck doesn't suffer from that?