Mana Curve

0 8 9 14 7 6 5 1

Cards Attributes

Card Distribution & Keywords

Lethal 15
Drain 13
Charge 13
Pilfer 6
Last Gasp 6
Guard 4
Prophecy 3
Treasure Hunt 3
Breakthrough 1
Ward 0
Slay 0
Regenerate 0
Assemble 0
Exalt 0
Betray 0
Plot 0
Rally 0

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Spark Assassin - 80% WR

By: mha105
View other Decks by mha105
Posted: 1 week ago
Updated: 1 week ago
Up to date (FrostSpark patch)
Crafting Cost: 12450crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+3
I used this deck in the January 2019 season to hit Legend.
The idea is to leverage lethal creatures and the Staff of Sparks to dominate the board.
When a lethal creature is equipped with the staff, they essentially clear your opponents board when attacking. About half the games I've played with this deck ended in the opponent conceding.

Most of the cards in this deck are here to enable Staff of Sparks, and Illusory Mimic.
With many of the cards having charge, drain, or lethal keywords, Illusory Mimic usually triggers with charge and drain or with charge and lethal. Even if Mimic doesn't gain charge, it still typically gets drain or lethal, making it a 5/5 threat that needs an answer.

On initial card draw these are the cards you want to keep (in order)
* Keep a Staff of Sparks if you see one (that way you'll have it in hand).
* Keep one Palace Prowler (lets you squeeze out an extra magicka point on turn 2).
Prowler allows you to put down 3 drop on turn 2 (or a 4 drop if you have the ring).
* Keep Ruthless Freebooter (reliably triggers to become a drain or lethal creature).

Fight for the board, and hit face when you can.

Against Aggro: Aggro matchups don't seem to be a problem. The early game will feel like you're getting killed, but with plenty of drain creatures you eventually stabilize and take back the board. By that time, you're opponent is usually card starved, then he concedes.

Against Midrange: Lots of fighting for the board, but you eventually out-trade your opponent with the help of charge and lethal creatures.

Against Control: Action heavy control decks can be a problem. With decks that have lots of removal actions, you're typically at the mercy of their card draw luck. Control decks that use guards are typically not a problem. Most of these games play out into turn 10. By that time, you should be able to play Staff of Sparks to clear their entire board (then they concede).

Try it out and have fun laddering!

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