Mana Curve

0 3 6 12 12 5 3 9

Cards Attributes

Card Distribution & Keywords

Guard 16
Prophecy 9
Slay 4
Last Gasp 3
Lethal 1
Regenerate 0
Rally 0
Betray 0
Treasure Hunt 0
Ward 0
Breakthrough 0
Plot 0
Drain 0
Charge 0
Assemble 0
Pilfer 0
Exalt 0


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[Legend] Spellsword's Empire (Control)

By: Acapellaa
View other Decks by Acapellaa
Posted: 1 year ago
Outdated (Skyrim patch)
Crafting Cost: 15700crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
Hello all. I heard Lateralus, Link, CVH, Blackfall, and slw talking about the meta snapshot on Lateralus’ stream and heard the extreme disrespect given to Control Spellsword, and decided I’d do some work on refining a list I had been toying around with at the beginning of the month. Here’s what I came up with:

Spellsword’s Empire

The engine of this deck is a the new 3-drop from Endurance, East Empire Crafter. This card gives +1/1 and Guard to any creature with 5 or greater health. Notable combinations in this deck include: Siege Catapult (2 Mana!), Dark Guardian, Hist Grove, Hive Defender, Stonetooth Scrapper (replacing Preserver of the Root), The Black Dragon, Cauldron Keeper, Spine of Eldersblood, Blood Magic Lord (and Raise Dead and Gargoyle!), Mantikora, Miraak, Odahviing, and Paarthurnax.

I chose to run Stonetooth Scrappers over Preserver of the Root to help with plays on curve, as well as because it’s worst case is 4/5 versus 4/4, while its best case is 5/6 guard versus 6/6 guard. I’ll take the trade off for the improved worse case, as well as improved play on curve. A 6/6 Preserver will not get the buff from Empire Crafter. I choose to run Cauldron Keepers to help power the heal engine, which I will go into in a moment. I choose to omit Shadowfen Priests because of the anti-synergy with Crafter, as well as its uselessness against Aggro. Plus, we can run 3 Edicts of Azura, so we’re okay on removal of supports if needed.

The Healing! Elixir of Vitality x3. Maybe a Drain Life from Blood Magic Lord, but probably not. So Elixir of Vitality. That’s our healing. These are essentially free 6 health, as you’ll definitely run into a turn where you’d otherwise float a mana. It makes for a fine filler play, or a play on turn 1. You aren’t forced to use the active, so I tend to play it and sit on it. It’s good to let some runes break for the card draft and chance at prophecies, but it’s important to maintain a life total that keeps you out of burst range. If you do need burst healing, stacking Elixirs with Cauldron is VERY strong. I may consider adding a third in the future, but so far, two has worked just fine for me.

The reason that we don’t need any additional healing is that the deck is so Guard-heavy to begin with. Once you begin building a wall, it stays there. Even with cards like Shield Breaker, silences, and Javelins, I tend to have multiple guards on board, as well multiple guards in hand if we do happen to get board cleared. Running three Crafters often allows for me to hold on to one in hand in case the one on board gets removed. With the Guard dominance plus 3x Elixirs, I don’t really find myself in need of anything more.

Win Condition, eh? I like those 3 Hist Groves and the Paarthurnax, but really we just load the board with a ton of giant stuff via Empire Crafter. It’s really hard to answer multiple giant bodies being thrown down turn after turn, so sometimes you can just use that to force your opponent down to zero. Late game is disgusting with the Hist Groves, Paarthurnax, Blood Magic Lords and Soul Tears, so just get there then win.

Feel free to ask any questions in the comments below. I just hit Legend with this list today, and will be playing it over the next few days and will post any updates and matchup information that I discover as they come up. Thanks for checking out the deck!

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Kennit 1 year ago
Interesting deck - thx for sharing!
East Empire Crafter as an engine looks a little bit fragile from mpov - but I havent tried it out.
1 Reply
Yes, I tend to avoid playing it on turn 3. Ideally, we can ramp on 3 into Crafter + Catapult, or on 6 mana Crafter + Guardian, or on 7+ Crafter + 4+ drop. I like to get immediate value, with the threat of more. Once you drop a 2/4 and 5/6 or something on 7 mana, and force a Lightning bolt on the 2/4, you're in a very good spot. If the Lightning Bolt doesn't come, is mis-targeted, or you aren't against Blue, you're in a very good spot. Plus Soul Tears and it being a 3-of make the removal or one not game-breaking at all.
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