Mana Curve

0 3 9 16 12 3 3 4

Cards Attributes

Card Distribution & Keywords

Ward 8
Charge 6
Prophecy 6
Guard 3
Breakthrough 1
Regenerate 0
Rally 0
Slay 0
Treasure Hunt 0
Wax 0
Wane 0
Lethal 0
Exalt 0
Drain 0
Betray 0
Invade 0
Last Gasp 0
Pilfer 0
Assemble 0
Plot 0

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rank 1 legend blue red control/combo.

By: fatalfail
View other Decks by fatalfail
Posted: 3 years ago
Outdated (Beta patch)
Crafting Cost: 15850crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+18
http://puu.sh/qy0w3/fa93a90e09.jpg

This deck was something i was testing while streaming so i could play it in the ESL tourny on friday. i was rank 9~ when i started and in 21-1 with this list i achieved rank 1 (previously 26-3 with another deck had me hovering around rank 5-9). The general game plan is to keep the board clear and remove everything gaining advantage with darkrift and the easy removal of raiding party and other action's. The deck swiftly takes a turn when you clear a board and then can get down one of your threats (bannermen, master of arts, dark rift token, sup/merric combos) and you can easily pressure lethal in 1-3 attacks.


Considerations.
Even though I am rank 1 with this deck it can be made better by having cards that i just don't have, i personally would take out the master of arts for +1 supreme atromancer +1 nahkriin dragon priest. You could also remove divayth fyr for a third atromancer for more synergy between the token generation this deck has. You could also remove the breton's for any 4 or 5 drop of preference because he really gets blown out by execute and witch so if you don't want to deal with that you can play blood dragon or elusive schemer if you really want a few other options.


Match ups and mulligans

Vs archer which was 7 of the matches i played i beat had 100% win rate in those matches and the cards you are looking for are dark rift, daggerfall mage, and removal spells. They have a hard time dealing with daggerfall cleanly and dark rift tokens, pretty much all removal in this deck can remove a creature from archer as well as raiding party doing well helping divide up damage as you see fit. You have better late game then them so if you make it there you should be fine with atromancers making 13 power for 1 card in 3 bodies being hard to deal with for archer as well as merric making an entire lane troublesome you should be okay.

Mage tempo / aggro was the only match i lost to and it is probably the hardest match up due to it being explosive and having sticky advantageous creatures. also javelin is very hard to deal with when it hits the harder to kill creatures in the deck so well. This decks true weakness is aggro and this is the best of the bunch currently and to survive you really need early game removal for all of the growing threats, and aoe isn't in the best position vs the current list running around, however like other match ups our late game is king so if you survive long enough you can turn it around.

vs purple yellow tokens. pretty obvious are game play is to use raiding party firestorm and skaven pyromancer to keep the board as clear as possible, firebolt and crushing blow hitting the 2/2 1/3 and 3/2 buff creatures they play so those are note worthy to hold onto for. dark rift in this match up very early is good as the only answer they have to it is javeling or edict if they run them which some do not and it allows you to continue removing without worry of not devloping creatures.


vs purple blue wards. This match up is rather easy as we have a lot of single damage with raiding party / pyro as well as firestorm hitting the small creatures down easily. The spinners are important to save for buffed minions or the 6 drop / breton they play but all in all its a good match up and you should be able to reach your late game.



Play style and situational plays.
The play style of the deck other then obviously removing the board is to create enough tokens for Merric and atromancer to either kill or make a big swing turn with them. When using raiding party and bannermen i choose to hold the tokens for these 2 cards as well as weapons and better trades later instead of playing them for face damage, it is almost always better to hold them then to hit face. Another note is you should play breton when you do in the shadow lane unless they already have a creature in the normal lane as he will put a guard in shadow lane or force your opponent to play in the normal lane. Playing normal creatures in the normal lane is better so you can do prime trades with raiding party the turn they play it and to keep them from always going face. A few situational plays with daggerfall and breton is to firestorm or pyromancer (or any other ping) the lane they are in just for the effect from removing the ward because the opponent will try and avoid that as much as possible and it can brute force a 5/5 guard or tome out say on turn 7 with breton + pyro in a single lane. Again i can't stress enough that you should save raiding party / bannermen tokens for weapons / merric / atromancer and effective trades.

I will edit this if there are any mistakes as i'm sure there are.

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4 Comments

kotleta 3 years ago
No guards , no healing , i will crush you. interesting deck +1
otumunga 3 years ago
love the deck and love you
Tzuknd 3 years ago
U crush me with these deck GGWP i was on archer
mhazle 3 years ago
Any updates on this list?
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