Mana Curve

2 6 12 9 6 1 0 14

Cards Attributes

Card Distribution & Keywords

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


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Pathmage's Power (Legend MAY)

By: floWMega
View other Decks by floWMega
Posted: 1 year ago
Outdated (MantikoraNerf patch)
Crafting Cost: 13100crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
Okay so I've been messing with genius pathmage for a while now and I think he's found his home. I'm still optimizing the deck, so any suggestions are welcome of course.

The deck works similarly to the pre Nix-ox combo, but with a few polishes. The idea is to exploit Drain Vitality by using your tools to upgrade it quickly, then tutoring Therena to add three more into your deck. Each creature is strategic to allow pathmage to pull exactly what you need, and I'll give an explanation for each card.

Three copies would be overkill, but firebloom is a strong card, and it adds value to your skulks when you can't pull off the therena combo. Also Firbloom works beautifully with Dark Hand Messenger to trigger a bit more precious life gain. Also Sacrificing Therena is sometimes a smart play when you don't want 100 zero cost actions in your deck.

Drain Vitality:
I mean its Drain Vitality.

Word Wall:
I'm not playing ungolim simply because I want word wall to be the only one cost creature in the deck. So when you play pathmage with seven magicka, you always pull a word wall and upgrade a shout.

Fighters Guild:
Defense, good prophecy. Save them for hard to remove creatures when in hand.

Essential to the deck. Pulls Firebloom, then Schemers, then whatever Therena shuffles in.

Mages guild recruit:
May be a bit of an oddball, but reducing Dark Rebirth to get what you need from Pathmage can be game winning. Also reducing Uprisings or Conscriptions can generate insane value. Combos well with uprising and Conscription from hand.

Good prophecy, stalls the game.

Theives guild recruit:
Card Draw.

The only three cost card in the deck for a reason. He's the only life gain we've got, so when you NEED life, you can pull him with pathmage and resummon the shit out of him. Surprisingly, with uprisings, fireblooms, and DR, he adds a lot of life gain.

Elusive schemer:
Great for card draw, and when he dies, you can pull a zero cost with pathmage on turn six.

Playing three because you often end up playing six + Drain vitalities, so the second and third mentor often don't go to waste.

The only five cost card in the deck, so you can reliably pull her out, then smack a DV. Also, shuffling zero cost uprisings is huge because you can play Laaneth and pull one out, generating wild value.

The key to the deck. Combo pathmage with DR and uprising to pull what you need in the moment. He's basically the Blue version of Necromancer, but when comboed with nix ox, lanneth, etc, he can create wild end game value.

Nix ox:
Keeps your turn alive when you play uprising and also can combo with DR to manipulate magicka to pull what you need from pathmage.

Laaneth, Paarth, and Conscription are self explanatory
Don't forget conscription pulls zero cost schemers.

The deck takes a while to learn to play effectively, but its incredibly strong because it gives the player lots of control over what to pull. Value generation can get out of hand, so in control matches, make sure you use therena wisely. In long games, BE PATIENT and wait until you can pair an uprising with therena. In agro matches, use messenger to stay alive, and DV to squander your opponents attack. DONT break runes until you have to, and (especially against agro) don't attack with your creatures because sacrificing messenger on your turn gains you two more life, but also deals two more damage to your opponent.

The deck is incredibly fun to play and takes some serious strategy, but once you get the hang of it, it destroys a lot of matchups. Let me know what you guys think and enjoy!!

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