Table of Contents
Dave’s Legend Ramp Scout
1 Ungolim the Listener
3 Fighters Guild Recruit
3 Hist Speaker
2 Murkwater Witch
3 Thieves Guild Recruit
2 Wind Keep Spellsword
3 Crushing Blow
2 Mummify
3 Tree Minder
1 Archein Venomtongue
2 Black Marsh Warden
1 Lucien Lachance
3 Preserver of the Root
2 Leaflurker
3 Shadowfen Priest
3 Thorn Histmage
1 Wabbajack
1 Bone Colossus
2 Chaurus Reaper
1 Nahagliiv
1 Blood Magic Lord
1 Red Bramman
1 Tazkad the Packmaster
1 Iron Atronach
1 Odahviing
Dave’s Legend Ramp Scout
1 [card]Ungolim the Listener[/card]
3 [card]Fighters Guild Recruit[/card]
3 [card]Hist Speaker[/card]
2 [card]Murkwater Witch[/card]
3 [card]Thieves Guild Recruit[/card]
2 [card]Wind Keep Spellsword[/card]
3 [card]Crushing Blow[/card]
2 [card]Mummify[/card]
3 [card]Tree Minder[/card]
1 [card]Archein Venomtongue[/card]
2 [card]Black Marsh Warden[/card]
1 [card]Lucien Lachance[/card]
3 [card]Preserver of the Root[/card]
2 [card]Leaflurker[/card]
3 [card]Shadowfen Priest[/card]
3 [card]Thorn Histmage[/card]
1 [card]Wabbajack[/card]
1 [card]Bone Colossus[/card]
2 [card]Chaurus Reaper[/card]
1 [card]Nahagliiv[/card]
1 [card]Blood Magic Lord[/card]
1 [card]Red Bramman[/card]
1 [card]Tazkad the Packmaster[/card]
1 [card]Iron Atronach[/card]
1 [card]Odahviing[/card]
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Scout deck
Control
0 | 4 | 13 | 8 | 7 | 9 | 0 | 9 |
Guard | 16 |
Lethal | 8 |
Prophecy | 5 |
Breakthrough | 2 |
Ward | 2 |
Regenerate | 1 |
Last Gasp | 1 |
Charge | 1 |
Drain | 0 |
Pilfer | 0 |
First and foremost, shout-out to justinlarson for the deck inspiration, your scout decklist served as sort of a foundation for mine. I applied for beta access about 48 hours ago, got lucky and recieved it just hours later, and since then have already hit legend with this deck. I knew nothing about the game prior to starting, but quickly found that I liked endurance and agility cards. So far they have served me well.
My only prior CCG experience has been with Hearthstone, which I have played casually for some time. This deck is expensive, but note that I pretty much scrapped all epics and legendaries from other classes to fully commit to the scout class of deck.
Notable Inclusions:
Ungolim the Listener: Simply put, this card offers unparalleled value in control matchups. A 1 cost 2-1 body is nothing special, but it bad enough to be too costly at any point in the game. The three assassins it puts in your deck help you cycle into your big cards, while simultaneously putting a 3-3 lethal card on the board, all for 1 mana. Late in the game when you and your opponent are both at 12+ magicka the difference between playing a brotherhood assassin into an odahviing or iron atronach vs playing either of the latter two cards is surprisingly immense.
Lucien Lachance: Basically this card is an alternative to Archein Venomtongue. What you lose in the mana gain is more often than not offset by the one extra health and alternative, stat buffing ability that keeps remaining early game minions relevant, and forces your opponent to use up their removal on your early-mid game minions instead of developing their board.
Wabbajack: Why would anyone ever include such a RNG based card? For a few reasons, I think this card is much better than many give it credit for. It is like a three use silence, in that it can mess up win conditions and be used to remove guards. It also can be used to (potentially) upgrade cheap minions late game. Simply amazing late game, when using it on an opponent’s iron atronach, or your own leftover thieves guild recruit, can single handedly win you games.
Bone Colossus: Simply put, a very efficient 7-drop that forces your opponent to spend a lot of magicka and removal to stabilize a lane, which is invaluable as you prepare to drop or draw into your other 7+ drops.
Odahviing: I don’t see why a control/ramp deck should ever exclude this card. Perhaps it is because this game is so young, or maybe simply because it lends itself more to a certain style of play, but aggro and midrange decks love to overcommit with tons of lethals, guards, etc. as they either fear your comeback or push for a quick win. With mass removal being much less common in this game than in Hearthstone, Odahviing very often catches opponents off guard, and has the combined effect of dropping a 10-10 while simultaneously removing any answer to it your opponent has on their board. If they are low on cards, dropping this against any non-control deck pretty much guarantees you victory.
Notable Exclusions:
Quin’Rawl Burglar: Despite how it may look, I didn’t just try to shove every legendary into a deck and call it good. This card, while not awful, is simply too slow, and falls victim to being in the awkward 6-drop slot, which means it can’t benefit from being pulled by thieves guild recruit. Very, very rarely does this card survive to pilfer more than once, it is extremely weak against opponents running guards (i.e. every deck,) and at only four health it more often than not can be killed by opposing 4-5 drops without issue.
House Kinsman: It took me a while to convince myself this card wasn’t that amazing in my deck coming from a Hearthstone background. In Hearthstone, this card would be very strong. 3 magicka 3-3 with heal three and damage three on death? Seems broken almost. Unfortunately, runes make this card pretty weak. Doing early damage to opponents is actually extremely detrimental when playing this deck (rarely will you opponent drop to under 26 health until you are at 7+ max magicka.) You want to exhaust your opponent for cards, and playing this card often leads to them breaking a rune. Additionally, the three health gain is not all that helpful, and in some cases can keep you from drawing into an important card, which is more damaging than -3 health.
Red Bramman: I don’t play this card for primarily one reason: I am hoping to get it from a level reward (I am only level 25), and I don’t have enough to craft it. I am not convinced that it is necessarily incredible, but it would definitely be a nice addition. Stay tuned.
2nd Blood Magic Lord: Partially because I don’t want to craft it when I am guaranteed one after leveling up, but also partially because this card isn’t the highest on my priorities. 6-6 for a body is very weak for the cost, and while the blood magic cards are good, they don’t always offer exactly what you need. While the cost efficiency on them is also nice, making them a good turn 11 follow up, late in the game more often than not you have all the magicka you need. Finally, this card rarely lives to attack an opponent once, much less twice, making it relatively expensive as removal bait.
Goldbrand: I used to run this card, and while I found it very good value long term, it feels simply a little too expensive to spend a whole critical turn 7 on.
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8 Comments
By the way, any particular reason for cutting Finish Off in your list? It’s exactly the same card as Hearthstone’s warrior staple Execute, so it’s amazing tempo and a great way to get some value from Murkwater Witch and Thieves Guild Recruit in the late game, as well as from Chaurus Reaper. I’m currently running a couple of them and they’re working really nicely.
1. By itself, it is a relatively dead draw. Mana is typically not a problem with this deck, so late in the game I would much rather also have the 5-4 body for an additional 3 mana.
2. My early game is heavily focused on lethals, so when it would normally make sens to play it on curve more often than not my opponent is already vulnerable to a lethal 1 or 2 drop, or they have wards so it would be ineffective. Basically, early game lethal cards and this have too much overlap for me to want to run both.
3. While fighters guild is relevant at any time, and is a good two drop to pull late game, topdecking a finish off if you are behind on board late game can lose you games.
I think it is definitely worth running if you don’t use as many lethals, but for this deck it isn’t ideal early game, and there is a better alternative for lategame.
Edit: Also if you could add a mulligan guide that would be awesome!
This deck’s biggest weakness is against aggro archer and against tempo blue, both of which are somewhat vulnerable to an early game ward card. While thieves guild recruit is a much better card for my deck in general, for example, putting wind keep down instead of it on turn two is usually a much better play against aggro decks. It is closer to being cut than other cards, but in this meta I still find it useful enough to run.
Mulligan guide is coming, I have just been too busy to regularly update this unfortunately, but will get to it in the next few days.