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    Creature of the Week: Nunk'Worn Review

    CSpacian
    CSpacian
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    Chaotic Username : CSpacian
    Chaotic Coins : 351

    Creature of the Week: Nunk'Worn Review Empty Creature of the Week: Nunk'Worn Review

    Post by CSpacian Wed Sep 16, 2015 5:08 pm

    Nunk'Worn
    Creature of the Week: Nunk'Worn Review 41
    General description:
    A powerful Fluidmorpher for several destructive reasons. First and foremost is the simple fact that he is a Fluidmorpher meaning whenever an attack deals Water damage he gains a Mugician. Next up is the fact that all attacks he uses are treated as both Water and Fire attacks allowing him to always gains a Mugician whenever he deals damage. Finally is the fact that if he has exactly 3 Mugicians on him he will return to the Battleboard completely revived and ready to fight. And there is no limit to the number of times he can come back.
    Nunk'Worn can become one of the most annoying cards to deal with for this reason the ability to keep coming back any open space on your side of the board, meaning he's practically invincible unless your opponent plays super-offensively and fills up your side of the board quickly, but there is mugic to help with that. Or Phelphor.

    Strategies and game play: 
    Nunk'Worn can be used as practically anything. It has enough combat potential to be a front-liner, Fluidmorpher making a good Mugic generator with pretty good energy, as well as the ability to be revived numerous times a match. Its hard to section Nunk'Worn off into any one role as it can handle most roles easily without being awkward.
    Nunk'Worn is usually seen as a front-liner to take maximum advantage of its life-giving powers. He can drag fights out much longer than most decks are capable of handling him. Decks that rely on something that can run out or that rely on nice attacks may find every other battle with Nunk'Worn dragging on more than they are comfortable with.

    Combos with other cards: 

    • Tonal Destruction: Tonal Destruction is the only Generic Mugic that costs X number of Mugicians meaning you can pay whatever you want. Including just enough to get Nunk'Worn back down to 3 Mugicians. As well as discard a Mugic card from your opponent's hand to lower the odds he'll get the drop on you. (You can also use card's like Vidav, Master Tactician and Ode to Obscurity in Mixed Decks to also drop Mugicians from Nunk'Worn. Mill'ain Foothold Commander can allow you to play Tonal Destruction a lot more often as well other Mugic Returning abilities.) Cadence Clash can also return this card to your hand after its been played, it negates its effects, but can increase the number of times you play it.
    • Torrent Krinith: All attacks played by Nunk'Worn count as Water Attacks, so with the Torrent Krinith all attacks played by Nunk'Worn deal an additional 5 damage. (Viledriver also works if you are running a more Fire oriented deck. Or Bodal's Element Converter if you are running Gan'Trak. Riverland Moon and Kharall Shard of Tidal Crest both make valid alternatives as well).
    • Fluidmorpher's Fanfare: Not only giving Nunk'Worn Water 5 making him that much stronger, it can also give him a Mugician allowing him to revive himself or spend two mugicians to move him down to the level where he can be revived while giving another Creature a free Mugician.
    • Phelphor: You need empty spaces on your side of the Battleboard in order for Nunk'Worn to be revived and few Creatures can re-arrange the board on such an easy note as Phelphor.
    • Rellim, Watermaster: Free Water 5 or 10 Energy for Nunk'Worn both would be greatly appreciated for this M'arrillian monster.
      Mipedian Dew Farm: Nunk'Worn gains “[M]: Heal 10 damage to target Creature” while its engaged. This means a nearly infinite way to get rid of Mugicians.
    • Vexing Waveform: Allows Nunk'Worn to spend either 1 or 3 Mugicians to give your opponent Recklessness 5 or 10.


    Ways to counteract it: 

    • Filling the Battleboard: Nunk'Worn can only revive on the controller's side of the Battleboard, early in the game its not hard to fill the spaces and then kill Nunk'Worn, some decks kind of play around this with cards like Phelphor or just Sacrifice Creatures to make room for Nunk'Worn. But its not hard early game to get six Creatures on your opponent's side of the board.
    • Najarin, Fluidmorpher's Foe: Nunk'Worn is gaining a Mugician every attack and so will Najarin while is doesn't stop Nunk'Worn in decks, it can turn Nunk'Worn's constant revivals a bit too costly.
    • Mugic gaining/losing suddenly: There are some cards that are run, like Fluidmorpher's Fanfare, which can give Nunk'Worn a Mugician at the end of its dying chain which can temporarily send it the Discard Pile.
    • Drawing out the battle/Ending it early: Nunk'Worn can't lose Mugicians or gain them instantly. There are some tricks which gives it the one or two it needs or causes it to lose suddenly, but these cards are far and few between. High Invisibility can kill him too quickly for him to gain those all important Mugicians, but he has high energy and drawing the battle out for too long can cause him to have to spend Mugicians when he doesn't want to and gain less out of the Mugicians.
    • Reducing damage to 0: Fluidmorphers need their attacks to deal damage to gain Mugicians. Melody of Mirage can cause attacks to deal 0 damage, which means that Nunk'Worn can't gain Mugicians which prevents him from reviving.
    • Losing Elements: Nunk'Worn has good stats, but they are not amazing enough to carry him through most fights. So he has a bit of a crutch of relying on his Elements.


    Strengths/Pros: 

    • Revival: Is there anything else people really care about when running Nunk'Worn. Its not impossible for Nunk'Worn to die and come back again and again. Especially late game when more spaces have been opened up or early game when the controller has a lot of mugic losing tricks like Tonal Destruction.
    • Fire + Water Attacks: All attacks played by it count as both Fire and Water attacks, which causes it to often gain attacks.
    • Mugicians: Nunk'Worn constantly gains Mugicians. Its not hard to say that Nunk'Worn would gain a Mugician out of every attack and very few ways to stop. This gives it access to a wide variety of Mugics that can deal damage.
    • Good Energy: With 60 base Energy it can have give itself a max of 65 which is enough to handle 2 Cannons of Casaulty from Kopond. Making it a fairly bulky mugician generator.


    Weaknesses/Cons: 

    • Filled Battleboard: Nunk'Worn needs an empty space on your side of the Battleboard so it can't revive itself if the field is filled so it needs a bit of power.
    • Reviving without Battlegear: As I pointed out one of the combos with Torrent Krinith and if Nunk'Worn comes back he loses his Battlegear. Which when the Battlegear can equal +5 damage to all of its attacks, it'll miss its additional strength so while its greatest strength is reviving it'll miss a bit of its strength.
    • Disciplines: Its Disciplines are all rather low, not too exciting, its good, but nothing insane meaning you'll probably rely on its Elements to carry it through most matches and you'll be relying on its stats for a long period of time. Nunk'Worn will be outpaced in Discipines in a lot of casess unless its holding a boosting item.


    A Review made from the Creature of the Week discussion.
    Lowtier4life
    Lowtier4life
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    Chaotic Username : Lowtier4life
    Chaotic Coins : 13

    Creature of the Week: Nunk'Worn Review Empty Re: Creature of the Week: Nunk'Worn Review

    Post by Lowtier4life Sat Jan 14, 2017 9:31 pm

    Just wanna say, Bodal's Element converter is amazing on him. It gives him fire and water 5 meaning you will always at least do 10 damage with his attacks.

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