Deck List

deck-list-973 Deck
3 Nord Firebrand
2 Suppress
3 Rapid Shot
3 Sharpshooter Scout
3 Enchanted Plate
3 Northwind Outpost
3 Orc Clan Captain
2 Silvenar Tracker
3 Battlerage Orc
3 Crushing Blow
3 Morkul Gatekeeper
3 Raiding Party
3 Skaven Pyromancer
1 Earthbone Spinner
3 Rampaging Minotaur
3 Disciple of Namira
3 Markarth Bannerman
1 Shadowfen Priest
2 Wrothgar Forge

Miracle Warrior

3 [card]Nord Firebrand[/card]
2 [card]Suppress[/card]
3 [card]Rapid Shot[/card]
3 [card]Sharpshooter Scout[/card]
3 [card]Enchanted Plate[/card]
3 [card]Northwind Outpost[/card]
3 [card]Orc Clan Captain[/card]
2 [card]Silvenar Tracker[/card]
3 [card]Battlerage Orc[/card]
3 [card]Crushing Blow[/card]
3 [card]Morkul Gatekeeper[/card]
3 [card]Raiding Party[/card]
3 [card]Skaven Pyromancer[/card]
1 [card]Earthbone Spinner[/card]
3 [card]Rampaging Minotaur[/card]
3 [card]Disciple of Namira[/card]
3 [card]Markarth Bannerman[/card]
1 [card]Shadowfen Priest[/card]
2 [card]Wrothgar Forge[/card]
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endurance
Warrior deck
Combo
50 cards
0 Nord Firebrand 3

Nord Firebrand

0 Suppress 2

Suppress

1 Rapid Shot 3

Rapid Shot

1 Sharpshooter Scout 3

Sharpshooter Scout

2 Enchanted Plate 3

Enchanted Plate

2 Northwind Outpost 3

Northwind Outpost

2 Orc Clan Captain 3

Orc Clan Captain

2 Silvenar Tracker 2

Silvenar Tracker

3 Battlerage Orc 3

Battlerage Orc

3 Crushing Blow 3

Crushing Blow

3 Morkul Gatekeeper 3

Morkul Gatekeeper

3 Raiding Party 3

Raiding Party

3 Skaven Pyromancer 3

Skaven Pyromancer

4 Earthbone Spinner 1

Earthbone Spinner

4 Rampaging Minotaur 3

Rampaging Minotaur

5 Disciple of Namira 3

Disciple of Namira

5 Markarth Bannerman 3

Markarth Bannerman

5 Shadowfen Priest 1

Shadowfen Priest

7 Wrothgar Forge 2

Wrothgar Forge

5611154702

Charge17
Prophecy6
Breakthrough3
Guard3
Regenerate0
Ward0
Last Gasp0
Drain0
Lethal0
Pilfer0
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By: GideonAI
View other Decks by GideonAI
Posted: 4 days ago
Updated: 4 days ago
Up to date (JanuaryNerf patch)
Crafting Cost: 6800crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.

+5

Miracle Warrior is a combo deck that revolves around Firebrands, Disciple of Namira, and other Charge minions. Utilizing cards like Northwind Outpost, Orc Clan Captain, and Wrothgar Forge to achieve high damage from hand, you try to set up a One-Turn-Kill (OTK) from high health. Unlike Miracle Battlemage, which attempts to bypass Rune breaks with it’s combo, you are forced to play around Prophecy procs while unleashing your combo. This makes it more similar to Merric Battlemage. However, killing your opponent in one turn still prevents them from gaining card advantage thanks to Runes, which is what makes this deck strong compared to other Warrior variants in Elder Scrolls Legends. In addition, Endurance gives it access to the Disciple of Namira, which enables the “Miracle” side of the deck. Without Disciple, this would simply be “Combo Warrior” or something along those lines. It would also be much less consistent and, as a combo deck, much weaker. Disciple of Namira is one of the most powerful draw engines in the game when played alongside Nord Firebrands (while simultaneously removing enemy minions!) and singlehandedly enables this deck. Other combo decks in this game usually have a backup plan when you draw poorly due to overall lack of card draw/deck thinning in this game. With Miracle Warrior, you frequently draw through half your deck or more which lets you get your combo pieces together faster than any other.

Despite Warrior’s typical lack of reliable removal, Drain, card draw, or defenses (apart from certain Guards), you can usually hold out long enough against aggro/midrange by using your combo pieces independently (like Charge minions as removal) and thanks to Rune breakage, you don’t need to draw as much as normal. Unfortunately, this also means that you almost always will be behind in life. This is because you have no on-curve plays that impact the board on their own outside of Morkul Gatekeeper and Markarth Bannerman.

MULLIGANS:

You will never be happy with your opening hand unless it has 3 Northwind Outposts in it. I almost always toss everything except those and, if I’m expecting an aggro matchup, Skaven Pyromancers/Sharpshooter Scouts or maybe Crushing Blow for early removal. If you think you’re up against hard control, maybe keep a Disciple or Bannerman, but even that is questionable. Every card in this deck is sub-par on it’s own.

GENERAL MATCHUPS:

Against aggro decks, use everything in your hand liberally and try to block as much damage as possible until you can set up a lethal situation. This means Rapidly Shooting 1-hp minions if they’re threatening enough and dumping Disciple for tempo in extreme cases. Count how much damage you have constantly and deal damage to enemy face accordingly with any spare minions you have on board only the turn before comboing them down. Avoid face in all other situations except for Markarth.

Against midrange/ramp, use removal but try to keep things as efficient as possible. You aren’t on a super hard clock but you have no healing so try to manipulate your opponent’s options by making it so they have to either break runes inefficiently or avoid going for the attack. You do this by removing certain creatures from your opponent’s board at different attack breakpoints according to your current life total. Know when you can get hit and when you cannot, as most of your removal has the dual function of the combo, and if both you and your enemy run out of cards you will lose a topdeck war.

See also  Deck List

Control is usually pretty easy as they give you plenty of time to set up an OTK, especially what with all of the latest nerfs to drain. You don’t even want to spend time or resources removing their minions to tempt them to hit face, and you mostly want to avoid dedicating to the board so that their hand gets clogged with removal. If they play a large Guard in any lane, you can usually draw several cards off of it in one turn with the Miracle (don’t forget to emote “Thank You”!). Wrothgar Forge shines in this matchup as you can attempt to outvalue (or at least apply significant pressure) in the late game when the big boys start dropping.

Combo Battlemage is a funny matchup as your gameplans are remarkably similar. However, they will usually try to put down on-curve plays and will therefore be the aggressor, with you as the defender. Unlike the midrange or ramp matchup, you are on a “set in stone” hard clock but so is your enemy. Try to greed out on your combo pieces but keep track of how many Firebrands are in their hand at all times and also avoid letting them stack up in one lane leading up to turn 7. If you can dodge lethal or get them to combo without lethal, you usually draw enough cards to knock their cranium pretty hard.

SPECIFIC MATCHUPS:
coming soon

INDIVIDUAL CARD USAGE AND DESCRIPTION:

Nord Firebrand:
A decent card on it’s own, this usually only sees play on it’s own in hard aggro decks (and some budget Merric Battlemagi). However, this is one of the most important cards in the deck and has synergies across the board. For convenience, I’ll also cover Firebrand usage from both Raiding Party and Markarth Bannerman. You never want to play it by itself unless you really need to trade. Northwind Outpost instantly makes this card OP, but there are many other combos as well. Orc Clan Captain and Morkul Gatekeeper both have easy synergy and Wrothgar Forge can be a tempo play when you have a Firebrand ready to go. In tandem with Disciple of Namira, you can clear out a lane while trading each lost Firebrand for another card from your deck – sometimes drawing even more Firebrands as you go! However, keep track of the damage from the hand when doing this, as sometimes Firebrands are more valuable than other cards from your deck. You may need to hold back some for the OTK. All other Charge creatures have a limit of magicka cost, but you can never have too many Firebrands as they come free of charge.

Suppress:
In any combo deck, 0 magicka cards are invaluable as they let you “cheat” magicka without using direct ramp like you typically see in Endurance. They also let you play more cards on one turn than usually possible. However, this card has unique synergy with the Disciple/Firebrand Miracle as you can remove Cover from valuable targets, deleting one of the big weaknesses of relying on Charge minions as removal. I call Suppress the “Trade Button” for this reason. It also helps neutralize Buffs or special abilities of any kind, whether they be the Fiery Imp’s attack effect or the Battlemace damage and Ward without having to pay Magicka, which can be a huge restricting effect on cards like Earthbone Spinner and Shadowfen Priest. However, you never want to draw 3 Suppresses which is why there are only 2 in the deck.

Rapid Shot:
Absolutely key card and necessary in any non-face Strength deck in my opinion. Combos very well with other straight damage dealing cards in the deck for dealing with threats and scales well late-game even just as cheap card draw. Weak against 1hp aggro minions but strong against everything else. Also enables Silvenar Tracker and functions as a build-your-own-Lightning-Bolt with Crushing Blow at 4 magicka.

Sharpshooter Scout:
Weak in most other decks, Sharpshooter Scout is surprisingly strong in this one due to all the Token-buffs involved. Usage is similar to that of Rapid Shot with the caveat that you actually want to use it against 1hp minions, and it develops a body (which can be buffed via Northwinds, Gatekeepers, etc.) which helps this deck not fall completely behind on board. You don’t usually care about it’s Prophecy status as it is so cheap, but it can take out a weak enemy minion before it strikes. One notable synergy is that it can pick up an item off of Wrothgar Forge without taking the “one each turn” restriction that usually applies, because it is taken on the enemy turn instead when played via Prophecy. Another option is when you are 1 or 2 off lethal, you can still hail mary and pray for Sharpshooter to Prophecy your opponent in the face when your opponent goes for the kill.

See also  Deck List

Enchanted Plate:
Perhaps the weakest card in the deck, as this deck often doesn’t have anthing to equip it with in the early game. However, it is probably better than Spider Worker (which I will be testing in the future) as it allows you to take favorable trades when you usually can’t, and irritates decks without hard removal or Silence.

Northwind Oupost:
Firebrands may get all the glory, but they wouldn’t be going anywhere without Northwind Outpost. Not only does this card enable the OTK, it also makes Miracles much more powerful defensively, and also makes every other creature in the deck way better at tempo and turns Pyromancers and Spinners into real threats. It also has huge synergy with the Charge creatures, turning Battlerage and Minotaur into Crushing Blow and Lightning Bolt on legs. Not only that, but at 2 magicka it is a totally acceptable tempo loss when removed. One of the most powerful cards in the deck, this is the last card I want to see burned when I overdraw (which happens way more often than you like with the sheer draw power of this deck).

Orc Clan Captain:
Worse Northwind Outpost. However, redundancy makes a deck’s goal more easily reached. The body is worthless as you almost always save this for lethal, but it scales so well with multiple Firebrands that it deserves it’s slot in this deck. Between Captains and Outposts alone, one can pump Firebrands up to 7 damage a head! In those sorts of situations, you often find yourself sacrificing quite a few Firebrands as they stampede over each other in their bloodlust.

Silvenar Tracker:
My most reluctant pick for this deck. Difficult to get online and mostly useful in the later stages of the game when his targets are clear, but is easily one of the most powerful Charge creatures in the game if you can get his Summon effect activated. He is considerably worse for trading favorably however, unlike the Battlerage or the Minotaur. Rarely do I play him without Charge, but in some cases it is unavoidable (usually the aggro matchup) where he probably won’t be getting activated anyway.

Crushing Blow:
Most powerful non-Charge source of damage in the deck, crucial for removing bigger Covered minions or reaching beyond Guards for lethal.

Morkul Gatekeeper:
Another “acceptable” card, this has serious synergies with Firebrands but is alright to drop on it’s own for tempo. As a Strength card, it also benefits greatly form the Northwind Outpost. As a Prophecy, it has some synergy with Wrothgar but is pretty much the only minion-based stall as the sole Guard creature in the deck, and is pretty good vs aggro when played via Prophecy.

Raiding Party:
While you’re killing time doing nothing, you can at least spend some spare magicka doing so. A key card for this deck, with one Northwind Outpost it turns into a 3 magicka Lightning Bolt. You sometimes want to use this ability at awkward turns to set up a power play with Wrothgar Forge.

Skaven Pyromancer:
One of the few early stall cards available to Warrior, this card is supreme in this deck. Because you have almost no “just drop on the board” minions, the damage almost never hits your side of the board making it’s downside negligible. Sometimes, when the enemy is avoiding the lane with your Disciple of Namira, you can drop Sharpshooters in there and Pyromancer them yourself to draw cards, usually as a desperation play but also if you just really need the cycle. One of the biggest reasons Spider Worker may work well here. As a Strength minion, he also gets buffed by Northwind Outpost.

Battlerage Orc:
Solid card, great when paired with Ouposts yet is expensive enough to block out combos like Morkul or Wrothgar same turn plays. Early game is decent for trading against smaller minions, but you almost never want to play it for sheer tempo unless you can also slap an Enchanted Plate on it or something.

Rampaging Minotaur:
High-damage burst card or on-demand removal for the big guys, functionally near-identical to Battlerage Orc with the exception of Breakthrough. This can be absolutely key when going for lethal through Guards, and should always be a consideration when crunching numbers.

Earthbone Spinner:
Silence is great, but Silence and gain tempo is often better when you have nothing else to do with the magicka. The 1 damage ping also activates Silvenar Tracker, and as a Strength minion gets buffed by the blow of the Northwind.

See also  Deck List

Shadowfen Priest:
1 copy for the flexibility of removing a Support, which can be very key. Silence is always nice, as explained above.

Disciple of Namira:
By far the biggest reason this is a Warrior deck and pretty much the only reason this deck exists. While you can win some games without it, things become much harder as this card provides the consistency you need to dig in and find your Outposts and Raiding Parties. If you get the opportunity to draw a bunch of cards with your Firebrands, you should usually take it. For only 5 magicka the Warrior Miracle is one of the best in the game and if your opponent fails to remove or Silence her, can be used alongside other Charge creatures as well for more draw. Sometimes your opponent ignores other small minions like Sharpshooter Scouts which allows you the opportunity to draw using those as well as Firebrands. When you have multiple of them in hand, or are feeling greatly threatened by your opponent, feel free to drop one for tempo.

Markarth Bannerman:
Rarely does this card get to attack as it gets shackled by aggro, Silenced by midrange, Javelined by Control or just straight up Lightning-Bolted. However, when it does go off it’s ability is so powerful it cannot be left out of this deck (I mean you could, but I wouldn’t). Besides, drawing out a Lightning Bolt can be really effective in reducing your opponent’s burst damage. Also worth noting is that Northwind Outpost’s buff is often negative on Bannerman as unbuffed you can hit a full-health enemy without breaking a rune, but with the buff it will usually be breaking a Rune. However, if you can attack, it’s always worth it. Admittedly, in the late game it brings your enemy much closer to death when it’s attack is 6 or 7.

Wrothgar Forge:
The backup plan. Usually increases reach and provides a way of grinding out your opponent if the game goes late. Has limited synergy with the few Prophecies in the deck but huge synergy with your Charge creatures. If you are running low on resources, you may want to hold back some Chargers specifically for use with the Forge, as it is much less useful on non-chargers. If you want to play stuff like Captains or Gatekeepers for your lethal, always remember to play a Charger first to get the weapon. Also, try to hold at least 1 Firebrand if you intend to use Forge on turn 7 for the instant value to avoid falling too far behind. This Support is also very useful when your opponent has already used Support removal on your cheaper Northwinds, but even with 5 total Supports in the deck you usually don’t hit the cap of 4 in any given game.

WHY NOT THIS CARD?
Grim Champion: Not very strong with Firebrands, lets say you have turn 2 Northwind – turn 3 Raiding Party and you have a 3rd Firebrand from a draw, your opponent plays a Hive Defender and you respond by throwing down this guy and slamming the three Firebrands into the Defender. You now have a 4 magicka 6/6. Hmm, an Endurance 4 magicka 6/6 sounds familiar… Regardless, this deck doesn’t need solid bodies and that non-reliance shows when the enemy always has hard removal ready to go for Markarth, it’s because you don’t play anything else worthy of hard removal because the win condition is OTK. If Grim Champion got +2/+2 it might be worth it.

Flesh Atronach: Similarly to Grim Champion, but a bit better as this deck has 0 6-drops, this card is just removal/Silence bait.

Necromancer’s Amulet: If this list was a bit grindier and had no intention of OTK (maybe there’s a Token Control Warrior possibility in some list) this would be a good card. However, we are more concerned with putting a clock on our opponent than lengthening the clock on us.

Doomcrag Vampire: A fun option for, again, a grindier list. Some kind of Token Control thing. Besides, late game your Firebrands will deal enough damage that half the time they might as well have lethal, this is really only good against Control’s big drops.

Spider Worker: In Testing

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