Mana Curve

9 4 10 14 8 1 3 1

Cards Attributes

Card Distribution & Keywords

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


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Miracle Assassin - Revisited 2019

By: Dorkpork
View other Decks by Dorkpork
Posted: 5 months ago
Updated: 5 months ago
Outdated (Madness patch)
Crafting Cost: 19000crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
A long time ago, when Dark Brotherhood had recently come out, I built a clunky deck. Many months later, here it is again. Previously, the deck had to rely on playing more or less a control game while it put together some sort of miracle turn, but now there's more payoff for the deck. Previously, the large pay-off cards were Swindler's Market and Speaker Terenus, which were just too slow and draw-dependent, which meant the deck required alternative wincons that were just too clunky. With the additions of Swims-at-Night in Skyrim, and Therana in Morrowind, there's now far more payoff that's directly synergistic with the deck. The deck now focuses on playing targeted removal and light board control, eventually amassing the cards to "go off." The decks wins come from its primary outlets, and I'll explain them below.

Swindler's Market - This was really the hallmark card of the first iteration of the deck. They allowed, and allow, the deck to have some eventual inevitability by playing multiple Markets and draining for several life a turn. I would classify this as a secondary wincon, however, as they primarily only does chip-damage. In succession with other cards, though, they can be explosive.

Swims-at-Night - Swims is what I would call a direct payoff beater. "Direct payoff" meaning his power is directly based on the decks common assets, and "beater" meaning he beats face. At 4-mana though, he can come out very early in a game and fill the role as board control, giving you tools like Calm or Curse to neutralize your opponents' threats while pumping Swims to trade with multiple of your oponents' surviving creatures.

Therana - She's about as crazy as her art depicts her. The amazing thing about her is that she actually enables an OTK if your deck manages to get thinned enough. With Therana out, you can begin to loop cards like Ice Spike to deal a large (or infinite, if your deck only consists of Ice Spikes) amount of damage while drawing into more (presuming that they can't draw Prophecy removal off their runes), and Lockpick which can act as a bizarrely hilarious finisher in its own right, with the ability to draw essentially your entire deck with Therana and a bit of spare mana (or Completed Contracts). Generally, however, she allows you to stack your deck for more favorable Swindler's Market turns down the line.

Speaker Terenus - Speaker basically reads "Play all actions in your hand, then draw that many random actions," with some margin of error. In conjunction with Completed Contracts, this can be absolutely absurd. Primarily he's meant to restock your gas, while leaving a persistent threat on the board as well, and he's a great hail marry against control decks approaching their strongest late game cards.

Alternative Card Choices:

If you find that the deck can't compete with aggro or midrange (which are the natural predators of combo decks), Agility and Intelligence fortunately have great cards for that. Sadras Agent, Dres Renegade, Lightning Bolt, and Fire Storm are fantastic cards to sub in against hyper aggressive decks (Strength and Willpower for example),

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