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card review Nunk'worn

Card Review
Nunk`worn: click to enlarge
Nunk'worn

Card text:

C:50 P:70 W:70 S:45

Fluidmorph

Attacks played by Nunk'worn also count as Fire and 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

  • Number: 41
  • Rarity: Super Rare
  • Card Type: Creature
  • Tribe: M'arrillian
  • Energy: 60
Nunk'worn
written by macroco
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General description:
Nunk'worn is on of the M'arrilian card I prefer because it have a lot of strategies to do with him. Hight energy, good stats and he is a Fluimorpher.

Uses:
In loyal M'arrilian deck. Click here to see the M'arrilian deck I made with it!

Strategies and game play:
You can use it simply to have a lot of mugic counters or for a pratically permanent Warrior, with it's revive ability. When you have too many mugic for its ability and you think that you will be defeated soon, use Mugic cards and spend Mugic counters from him.

Combos with other cards:
You can use a Kharall card and put it a Battlegear named Kharrall shard of Tidal Crest.
But, he is a good card in any M'arrilian deck.
You can also use it in The Coralsmithy location.

Ways to counteract it:
You can simply wait until fight Nunk'worn so he will accumulate too many mugic counters, so he will never be able to use his revive ability.

Strengths/Pros:
All of its abilities.

Weaknesses/Cons:
Some people would say that it's stats are medium. Also, you can accumulate too many mugic counter on it because he is a Fluidmorpher and its attack count as Water and Fire attacks. (his second ability)

Variations:
It have a alternate promotional version and it exists Nunk'worn Assimilited, a very good card for Danian deck!


Overall rating:
I give 9.3 on 10 to this card.

 

Modified on September 6, 2014 02:30 am



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Discussion about this Card Review
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afjak
LV51 United States send message

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Member since
January 30, 2014
Subject:    Posted: September 6, 2014 02:30 am Reply with quote Report content icon

You've forgotten one glaring weakness in Nunkw'orn's revival ability: he can only return to an unoccupied space on your side of the board. If the opponent plays close quarters aggro or attacks him on the first turn, then his revival is useless even with the magic number of counters. Another problem isn't having too many Mugic counters on him, but too few. Ignoring Skeletal Springs, Marksman's Preparation (which is far from rare among good decks here) halts the opposing engaged creature from gaining counters. If he has less than three, his revival also won't be able to work no matter how many water Attacks he lands. And if the opponent finishes him off before he can even build up to three, then he's no better off.

I've noticed a lot of people using a Torrent Krinth with his ability. A Viledriver would be just as effective if not better: you still deal extra damage and gain a counter from every Attack since they count as fire/water, and if you lose water, the fire 5 will still serve him well.
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onemajorpain
United States

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Subject:    Posted: June 9, 2015 02:22 pm Reply with quote Report content icon

I don't understand the fire and water attacks ability. Could you please explain it?
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afjak
LV51 United States send message

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Member since
January 30, 2014
Subject:    Posted: June 9, 2015 03:33 pm Reply with quote Report content icon


quote from onemajorpain:

I don't understand the fire and water attacks ability. Could you please explain it?

Every attack played by Nunk'worn becomes both a fire and water attack. If Nunk'worn played Primal Smash, it would count as being of both elements just like Torrent of Flame or a like attack. Imagine that Primal Smash looking a bit like Inner Flood: both the fire and water icons are lighted, but with 0 being in the fields for both elements.
Since Nunk'worn also has fluidmorph, it gains a Mugic counter when a friendly creature deals damage with a water attack--which would be ANY attack played by itself that would deal damage. Having Fire X and/or Water X like that on the Viledriver would also increase the damage of every attack played by Nunk'worn.

Does that clear his ability up at all?
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