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    Creature of the Week: Week 1

    CSpacian
    CSpacian
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    Chaotic Username : CSpacian
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    Creature of the Week: Week 1 Empty Creature of the Week: Week 1

    Post by CSpacian Wed Sep 09, 2015 5:44 pm

    I was playing around with starting with a Creature from Dawn of Perim, but not too many Dawn of Perim Creatures hold up over time. So instead I decided to go with one of my favorite Creatures, one of the hardest to take down, and one of the ones with a nearly infinite number of combinations.
    Creature of the Week: Week 1 41

    Nunk'Worn's Abilities:
    Fluidmorph
    Attacks played by Nunk'worn also count as [Fire] Fire and [Water] Water attacks.
    If Nunk'worn has exactly 3 Mugic counters on it when it is defeated, you may return it to play in an open space on your side of the Battleboard with no Mugic counters.
    Unique

    Stats (stolen from Chiodosin1):
    Courage 40-60
    Power 60-80
    Wisdom 60-80
    Speed 35-55
    Energy 55-65

    The goal of Creature of the Week is discuss the card, cards that combo with it, and methods to counter it as well. Basically to fill to do a community Card Review. If you have any nice stories with Nunk'Worn this could also be a place to share it.


    Last edited by CSpacian on Wed Sep 09, 2015 6:45 pm; edited 1 time in total
    Chiodosin1
    Chiodosin1
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    Post by Chiodosin1 Wed Sep 09, 2015 6:31 pm

    alright Ill bat up first with a basic card review

    Nun'worn's stats are

    courage 40-60
    power 60-80
    wisdom 60-80
    speed 35-55
    energy 55-65

    Nunk'worm is a fluidmorpher so he is generally used to get a lot of mugic counters. However unlike most fluidmorphers he has no innate ability to use then and therefore must spend them on mugic alone. Nunk'worm however is a much better fighter than most fluidmorphers 65 energy max is tied for the highest energy of any fluidmorpher. his power and wisdom are passable and he has not only the marr'illians signature water but also the handy element fire. This fight potential combined with his lack of loyal allows him to play in a variety of decks with different roles. His 2nd ability is useful as well allowing your fluidmorphers to gain counters every time he deals damage regardless of the attack he plays. It can also to be used to abuse other effects like fire 5. his final effect is interesting revival in chaotic is rare but his 2nd effect combined with his limited ability to spend counters keeps it generally under control but with proper manipulation your opponent may find themselves fighting him over and over. you should note however he can only return on your side meaning if your opponent can fill up your side to try and keep him from returning.

    so there you go I made this pretty objective and I kept all card combos out of it (don't want to take all the fun)
    CSpacian
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    Post by CSpacian Fri Sep 11, 2015 7:40 pm

    Well, I may as well jump right in as well. I gave everybody else a couple of days.

    Nunk'Worn is special because he is a great Creature that can fill multiple roles in a manner similar to the original Chaor and Ursis.
    He is someone comfortable both in combat and out. Out of combat Nunk'Worn continuously gains Mugicians and can use these Mugicians to play your Mugics to support your Creatures. With its 65 Max energy it has just enough energy to take 2 Cannons of Casaulties from Kopond, High Muge. Making it a fairly bulky Muge.
    Meanwhile when Nunk'Worn is engaged he can not only begin to revive himself, but also has the ability to grant other Fluidmorphers Mugicians with each attack. As well exploiting as Chiodosin stated other abilities like Fire 5, Riverland Star, and the like. Giving him great offensive presence and defensive presence.
    And neither of these two things even begin to dig into his greatest ability of revival. Revival is rare in Chaotic with only really the Danians using it effectively.

    As for combinations, I'll go ahead and steal the most commonly well-known one.
    Tonal Destruction: Tonal Destruction is the only Generic Mugic with a cost of X. You can pay as many Mugicians as necessary to remove Mugicians until Nunk'Worn only has 3 allowing him to revive himself. The added bonus of discarding a Mugic of your choice from your opponent's hand is also a very nice bonus. Don't forget to use Mugic Reprisal, Castle Bodhran, or Najarin's Castle.
    Chiodosin1
    Chiodosin1
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    Post by Chiodosin1 Fri Sep 11, 2015 11:16 pm

    a couple other classic nunk combos are nunk with bodal's element converter (though I guess that card isn't the easiest to come by) but it can basically allow you to deal 10 extra damage on every attack

    nunk with the tuning fork/heptadd's crown is also pretty solid approach since nunk is forced to use his counters on mugic you might as well have access to them all
    se them all
    one of the most evil locations with nunkworm is the mipedian dew farm since it give nunk a way to use his counters up so he ends up with the even 3 to come back

    as a note any card that gives you some sort of boost when playing a water or fire attack usally synergizes well with nunk

    here's a couple "pro" tips for facing nunk

    1. if nunk is at his 3 counters or can easily get to that by spending them don't waste any of your resources go for the long battle and wait for an chance when nunk has too many or too few counters

    2. as I mentioned before nunk can't be brought back if your opponents side is full so going after him on your first attack can be a good aproach or finding other ways to fill your opponents side

    3. you can deny nunkworms element to help shut down his 2nd abilty while all attack he plays are water and fire attacks This is not the same as water and fire damage which is required for effects like fuildmorph and element 5 in order to be element damage the attack has to be that element AND your creature must posses that element keep that in mind

    4. since all of nunks attacks are fire and water you can use effects that stop element attacks on any of them lomma DW, landfarer, ketun ect. all work on all of his attacks

    5.najarin FF checks most fluidmorphers period, but people may hate you. use only when necessary

    6. honestly nunk usally isnt the star of the show he can fight but he's not good enough to hold a whole army on his own he can support but only with mugic which runs out and may have other casters. this combined with the fact that nunk can come back means avoiding fighting nunk can sometimes be the best way to beat him

    7. nunk doesn't get gear when he is revied which can make him much less of a threat the 2nd time around
    CSpacian
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    Post by CSpacian Sat Sep 12, 2015 8:49 am

    Yeah, but with Bodal's Elemental Converter you have the problem of it flipping itself facedown quickly. There are ways to offset it (Gan'Trak or Lamin'Kal with Scout's Monocular).

    I've used Nunk'Worn alongside Ode of Obscurity. To infect pretty much everything. Vidav is also a noted great partner here. As you can turn Nunk'Worn into a Danian and then use Strain of Infection to give Nunk'Worn up to three Mugicians to revive him again. Or even transfer those Mugicians to another Danian that would LOVE them.
    I've built decks around Fluidmorphers + Mipedian Dew Farm so I can support this (2 Raoppa Sahkk
    + 2 Hunter's Perimeter + 2 Mipedian Dew Farms half of your deck will just be shuffled through instantly).
    There are sometimes when an extended battle against Nunk'Worn is advised. Based on the number of other Fluidmorphers your opponent has you may want to actually try and cut the battle short. If you do no gain anything from killing Nunk'Worn you want to try and minimize your opponent's rewards as much as possible. Nunk'Worn with other Fluidmorphers can hint at some devastating combos. M'arrillian Heat Cannon is always a threat. Especially on bigger boards. Where your opponent can have Fla'Gamp and up to ten Fluidmorphers. In this case a long drawn out battle can kill you.

    It should also be mentioned with Fluidmorphers and Nunk'Worn in general he still needs Water attacks to deal some damage. Melody of Mirage can stop attack damage and Nunk'Worn gaining Mugicians.
    lazerbem
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    Post by lazerbem Sat Sep 12, 2015 4:23 pm

    What's the name of that one Mugic that can give Recklessness in varying amounts depending on how many MC you use? Nunk'worn can use that effectively
    ketac123
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    Post by ketac123 Sat Sep 12, 2015 4:43 pm

    Can you really duplicate Vexing Waveform as many times as you want?
    Chiodosin1
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    Post by Chiodosin1 Sat Sep 12, 2015 11:29 pm

    "when you play vexing waveform you may pay and additional 2 mugic counters, if you do the target creature gains and additional recklessness 5"

    the ruling for these cards is that you can only pay as much as the card says you can. for example in corals of apparition its says that you can sacrifice a mandiblor and if you do, you can bring back a danian. you couldn't in this case sac 3 mandiblors and bring back 3  danian only the 1 for 1 that the card describes. so in this case you can only pay an additonal 2 mugic counters and get 5 more recklessness once per casting of the mugic.

    lazerbem is correct thought that nunk'worn can use this mugic effectively allowing him to pay either 1 or 3 to help get to the perfect mugic number OR just giving someone recklessness 10 which is overall really good
    CSpacian
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    Post by CSpacian Sun Sep 13, 2015 8:51 am

    Yeah, as Chiodosin pointed out it only allows payments of 1 or 3, still useful. Not necessarily as a parting gift though to get Nunk'Worn down to his 3 Mugics however as its better used at the beginning of combat to give your opposing Creatures Recklessness.
    Similar cards include: Fluidmorpher's Fanfare (you can target Nunk'Worn with it and only lose one Mugician or another Creature with it and lose 2), Elemental Exhaustion (Underworlder Mugic that can rid a target Creature of their Elements), Chromatic Postulade (Underworlder Mugic that deals 5 damage for every Mugic Counter removed), as well as the aforementioned Ode to Obscurity and Tonal Destruction.

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