Mana Curve

0 7 6 9 9 8 0 11

Cards Attributes

Card Distribution & Keywords

Guard 15
Slay 9
Lethal 6
Drain 6
Prophecy 3
Pilfer 3
Breakthrough 3
Charge 3
Treasure Hunt 0
Ward 0
Wax 0
Wane 0
Betray 0
Rally 0
Last Gasp 0
Assemble 0
Plot 0
Exalt 0
Regenerate 0


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Bramman Elder

By: Lyra
View other Decks by Lyra
Posted: 5 months ago
Outdated (FrostSpark patch)
Crafting Cost: 20750crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
Ramp control deck playing around Pure-Blood Elder, Blood Magic Lord, and Night Talon Lord.

The deck is pretty straight-forward: ramp really hard then use expensive cards to close out the game.

The deck uses many cards normally played in conjunction with Odirniran Necromancer but doesn't play him. The reasoning is that it makes the deck simpler to execute since there's no delay in looking for a Necromancer or waiting to play him until a specific card already in-play dies to be recycled. The Necromancer can't resurrect the important cards of the deck, so he's not important.

Normally too much ramp can be a bad thing. If you find all of your ramp you'll have no cards to play to take advantage of the increased max magicka. While still possibly a problem in this deck, the inclusion of Pure-Blood Elder is intended to turn that disadvantage into an asset. She turns excess max magicka into a potential threat since her stats are doubled when you hit 18 max magicka. She also requires an immediate answer when played on curve assuming you aren't one turn from death already, since the enemy can't risk you defending thanks to gaining at least two max magicka per turn.

With Scout's Report, Shadow Shift, Brotherhood Assassins (Ungolim), Thieves Guild Recruit, and Indoril Mastermind, the deck has a lot of cheap card draw. This helps give the deck incredible consistency, since all that's remaining are defensive and game-ending options. The tools intended for ending the game also have defensive capabilities, so drawing them instead shouldn't be too painful. All of Blood Magic Lord's Blood Magic cards can help you defend. Night Talon Lord is a huge drain creature and threatens to build a counter-attack in the process. And Odahviing is a source of large aoe removal.

If you don't have or don't like Berne Clan Nightstalker (personally I love him), Leaflurker is the most natural replacement, followed by Cliff Racer.

I think Pure-Blood Elder is important here, but if you don't have her or don't like her, I recommend swapping her for Eclipse Baroness.

Missing copies of Pure-Blood Elder, Blood Magic Lord, and Night Talon Lord can be filled in with Nahagliiv, Tazkad, Skeleton Dragon, Iron Atronach, Mecinar, Dwarven Colossus, or Journey to Sovngarde. I know those are all legendary, but these are endgame threats and can't be budget options. If your collection can't support 11 endgame legendaries you can't make the most of the deck's concept.

I like Blackwood Distiller for her ability to offer a larger burst of temporary ramp enabling early Pure-Blood Elder plays. However she could be swapped out for Hist Grove for a slight hit to the midgame but a slight increase in lategame strength. I say slight for the latter because I think it's likely the enemy finds support removal before you hit 15 max magicka, which is why I personally reject her in this meta.

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