Mana Curve

0 6 15 15 9 5 0 0

Cards Attributes

Card Distribution & Keywords

Guard 10
Prophecy 4
Breakthrough 4
Pilfer 3
Regenerate 0
Rally 0
Treasure Hunt 0
Wane 0
Wax 0
Ward 0
Slay 0
Lethal 0
Drain 0
Charge 0
Betray 0
Exalt 0
Invade 0
Assemble 0
Last Gasp 0
Plot 0


To The Elder Scrolls: Legends: Export to The Elder Scrolls: Legends To BBCode: Export BB Code File BB Code:

Takamoro's White Weenie (#1)

By: Hedonist Jester
View other Decks by Hedonist Jester
Posted: 2 years ago
Outdated (Skyrim patch)
Crafting Cost: 12100crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
If you're familiar with old school MTG, you know what White Weenie is. This is a crusader build where everything is Willpower to get the most value from your Resolute Allies and Priests of the Eight. It can be considered a zerg deck where you switch up lanes to gain reach, and draw crazy amounts of cards to keep from sputtering.

The Infantry:

Descendant of Alkosh (3): It's a shame when a legendary of this calibur is the big question mark in the deck. He forces your opponent to commit to his lane allowing you to bait beef, and then swap lanes.

Imprison (3): Destroy target creature for 1 magicka? Yes please. You will sometimes use this to hold something at bay, but rarely.

Marked Man (3): Almost strictly better than Patrol, this guy lets you hold on to the 0/2 guard he makes until the opportune moment. Enables Pit Lions well. Just remember the defenses are colorless, not Willpower based (Priest of the Eight/Imprison).

Bruma Profiteer (3): If it's early game and you need a board presence, go ahead and drop him. If it's mid game, try to hold on to him if you're facing agro. Dropping him before a reinforcements can turn the tides.

Fifth Legion Trainer (3): If your opponent doesn't respect the drill sergeant, they will die to the drill sergeant. Mad amounts of attack power value over the course of the opening.

Priest of the Eight (3): Replaces himself, digs into the deck, provides another ally target.

Rift Thane (3): Usually your first drop. 4/2 breakthrough. Remember to attack first if you need to make yourself higher in life total. You'll rarely play this as a 2/4 guard.

Crusader's assault (3): Removal? Yes. Card advantage? Yes. Reach? Yes. What's not to like?

Eastmarch Crusader (3): Because sometimes a Housecarl is just not there.

Pit Lion (3): A 5/5 for 3 magicka. Playing him into the uncontested lane to flank is a very strong move.

Resolute Ally (3): Give everything +1/+1. Because it NEVER fails. Your whole deck is willpower enabled.

Thieves Guild Shadowfoot (3): It's good if you don't have an alternative card drawing mechanic available... but he's best played just before breaking a rune as he ensures they won't hit a prophecy.

Hive Defender (3): Flanking tactic enabler. Keeps your infantry alive long enough to beat the opponent senseless.

Imperial Reinforcements (2): Great card to fill an empty lane in a hurry. Try to have a Bruma or trainer down before you pop it.

Tyr (1): He's here because he's beefy prophecy. Otherwise, he's actually kinda weak. But he's versatile enough to pretend to be played as a pit lion, a hive defender, or a drawless and larger Eastmarch.

Ulfric's Housecarl (3): Did we have enough draw in the deck already? BLASPHEMY!

Divine Fervor (2): Because you're not allowed to play with 5 Resolute Allies.

Piercing Javelin (3): I play these because I like the alternative art from the last Rumble reward. Oh yeah, and because they're great at clearing guards.

It's almost a face deck, but not quite one sided enough to play that way. You want to use lane manipulation to force your opponent to be "playing catchup". So you start in the field lane (unless they're very very red, then you switch because of charge) and continue playing there until they contest it enough that it looks like you may lose face damage. Then you swap to the shadow lane and spill. Since they've already taken quite a bit of face, they'll have to contest the shadow lane now while you clean up in the field lane using removal and assault. Then you spill again. By turn 7, they should be knock knock knockin on heaven's door and a little reach will push them over the edge. The massive amounts of card advantage allow this tactic to be very viable.

This works because of Max Game Magicka, about which I'll have a guide on YouTube shortly. Basically, if the game lasts 7 turns, your opponent gets a total of (7+6+5+4+3+2+1 = 28) Magicka to use on the play, or (6+5+4+3+2+1+Ring = 24) Magicka to use on the draw. If it lasts 8 turns, add 8 to each and so on and so forth. What value you gain from your amount of total magicka versus their amount of total magicka depends on two things: Tempo conversion and Options (card advantage). The faster the game therefore, the stronger cards like 1 magicka imprison become when they destroy a 6 magicka dragon. You follow? The longer the game lasts, the less these value trades add up and you basically become Joe Shmoe the Deckless Wonder. So you spend to face when you can, and you outvalue your opponent's magicka expenditure.

Leave questions and comments below, I'll watch this and reply when I can.

Share on:

No comments yet. Be the first to comment!
You must be logged in to reply.
Please  Log In or  Register