Table of Contents
Welcome to Skyrim, an Aggressive Nord Primer
2 Fiery Imp
3 Rapid Shot
3 Scouting Patrol
3 Sharpshooter Scout
3 Steel Scimitar
3 Fifth Legion Trainer
3 Helgen Squad Leader
3 Northwind Outpost
3 Orc Clan Captain
3 Rift Thane
2 Cast Out
2 Eastmarch Crusader
3 Raiding Party
3 Divine Fervor
2 War Cry
1 Blood Dragon
3 Markarth Bannerman
3 Triumphant Jarl
Welcome to Skyrim, an Aggressive Nord Primer
2 [card]Fiery Imp[/card]
3 [card]Rapid Shot[/card]
3 [card]Scouting Patrol[/card]
3 [card]Sharpshooter Scout[/card]
3 [card]Steel Scimitar[/card]
3 [card]Fifth Legion Trainer[/card]
3 [card]Helgen Squad Leader[/card]
3 [card]Northwind Outpost[/card]
3 [card]Orc Clan Captain[/card]
3 [card]Rift Thane[/card]
2 [card]Cast Out[/card]
2 [card]Eastmarch Crusader[/card]
3 [card]Raiding Party[/card]
3 [card]Divine Fervor[/card]
2 [card]War Cry[/card]
1 [card]Blood Dragon[/card]
3 [card]Markarth Bannerman[/card]
3 [card]Triumphant Jarl[/card]
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Crusader deck
Aggro
2 | 14 | 15 | 7 | 5 | 4 | 3 | 0 |
For early game, Fiery Imp is surprisingly solid as it helps get the first rune break early and Sharpshooter Scout makes favorable trades late game and keeps the board clear early game. Scouting Patrol and Steel Scimitar are some of the best 1 cost cards in the game and near auto-include in my opinion.
Mid game you want to start laying on the aggression with combos using Fifth Legion Trainer, Orc Clan Captain, and Helgen Squadleader to really apply pressure to the opponent. If able, Try to set up buffs like Divine Fervor and Northwind Outpost while your opponent is trying to deal with your aggression. Markarth Bannerman and Raiding Party get amazing value and damage potential around this point in the game.
Games should rarely go late, but keep in mind that it can be very difficult to deal with large walls of Guard creatures outside of Cast Out. Try balance board control with tempo to close the game out before you can’t deal with their bigger stuff. War Cry can give some much needed reach to end the game.
For card draw you have Eastmarch Crusader and Triumphant Jarl, both of whose conditions should be easily met for an aggressive deck like this.
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24 Comments
I agree. I built this to start ranked play and over the course of the past two days I managed to climb the ladder from the start up to rank 2, 2 stars. I’d say this deck really exemplifies the aggro archetype.
The cards you really want to prioritize are the Divine Fervor and Markarth Bannerman. Get 3 of each as quickly as you can as they are the core of the aggressive mid-game of the deck.
Best of luck and enjoy the game!
If you are interested in some gameplay I made a video of two games I played today: https://youtu.be/z4koDcsfQrk
A common weakness for aggressive decks is the tendency to peter out if your opponent can keep up with or even flip the board state. This is especially true for Crusader with it’s “rich get richer” themes and reliance on being ahead for card draw.
I often find a way to combat this is to leave one lane open for your opponent to attack you to power some extra card draw once they put a decent creature in there. Typically you can outrace most decks and they really, really want to put a stopper on Markarth Bannermen so they often don’t commit fully to the empty lane. If they do, you can usually shore it up with Firebrands.
Not a perfect solution, by any means, but a key component to any deck is knowing and playing around your weaknesses.