Mana Curve

3 4 12 12 10 6 3 0

Cards Attributes

Card Distribution & Keywords

Charge 24
Last Gasp 7
Prophecy 3
Guard 3
Rally 2
Pilfer 2
Lethal 2
Drain 2
Slay 0
Treasure Hunt 0
Regenerate 0
Ward 0
Breakthrough 0
Assemble 0
Plot 0
Exalt 0
Betray 0


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Mimic Cultist Gambler Charg-cher

By: Makeees
View other Decks by Makeees
Posted: 10 months ago
Updated: 9 months ago
Outdated (MantikoraNerf patch)
Crafting Cost: 8900crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
tl;dr: An aggro deck that goes face and snowballs. SMORC


0. Mulligan: for early powercards like Skulk, Mournhold, Circle Initiate, Steel Scimitar or even Gambler when you have the ring - Gambler's pretty hard to answer on turn 2, turn 3.

1. Early turns: you should start field lane unless you're really afraid of Giant Bat / Nord+Buff combos. Try not to split early so orc clans provide more damage.

2. Trades: try to justify trades twice. Many times you should just go face cuz the damage is most imporant as this deck can't really trade efficiently - low HP creatures usually suck in that, but it's okay as long as you can provide face damage well.

3. Racing: don't mind getting hit a couple times, the more cards the better. Charge creatures provide many comebacks while racing and mimics can also roll drain/guard.
Avoid wards and small drain creatures unless you can remove them easily,

4. Rune breaks: Can save runes for beastform, but usually you want to break them early ( aggro :D ). Think of potential prophecies before attacking - most times you attack with your most powerful creature first. Calculate your burst damage later on sometimes it's worth breaking a rune with only 1-2 dmg sometimes not.

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