Mana Curve

0 2 13 8 15 8 2 2

Cards Attributes

Card Distribution & Keywords

Guard 17
Prophecy 12
Betray 3
Last Gasp 2
Slay 2
Lethal 2
Drain 2
Regenerate 0
Breakthrough 0
Ward 0
Rally 0
Treasure Hunt 0
Charge 0
Assemble 0
Pilfer 0
Plot 0
Exalt 0

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Dark Crusader V. 2.0 (6/1 on Ladder)

By: Daghter
View other Decks by Daghter
Posted: 2 weeks ago
Up to date (Madness patch)
Crafting Cost: 10750crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+2
A long time ago I tried working with skeletons to get a somehow decent deck, but was not really happy with it. I tried reworking it a bit using Isle of Madness cards and right now feels more consistent and fun.
I had the idea of a fallen knight, a dark crusader, for one of my many Skyrim playthroughs, which led to this deck. As such, restoration, necromancy and sword mastery made Spellsword the choice.
The deck plays like a midrange and allows value trades early in the game thank to beefy creatures like Dark Guardian and Barrow Stalker, probably the best cheap guards of the game, but also allows other creatures to survive using Skinned Hound and Priest of Kyne.
When your magicka rises, you can take out the core card of the deck, Skeleton Champion, and buff most of your creatures really hard. If you manage to gain board control and have even only a couple creatures on it, the Champion really allows to push damage, basically working as a Divine Fervour, but also providing good stats and a body to guard you.
Having so many skeletons might be a weakness to Dawnbreaker (which we also play, just because it's so damn good), but the Holy Sword only allows to kill a single undead, while we plan on rising an army. Chances for your opponent to trade more than two creatures for one are slim, given your buffs and workarounds.
This deck also tries to work around the main weakness of spellsword decks, card draw, featuring Eastmarch Crusader, Disciple of Namira and Bandit Ringleader, all working fairly well so far. Dark Guardian also shines against prophecy oriented decks, you'll hardly ever find yourself out of resources. Speaking of prophecies, we have a 20% or so chance to pull one off. That helps surviving early aggro, since all prophecies we play are either guards or health recovery, or both.
Edict of Azura is our only hard removal, acting also as support destruction, and you should really really REALLY consider your options before using it.

One last thing about Wake The Dead: this card is incredible here. Allows to get the undeads you need, when you need them. It's cheap, can be used for defence (recovering guards or utility) or offence (again, pulling Champions or Bone Colossus, basically your finisher) and greatly contributes to mitigate card draw disadvantage in spellsword, along with every other draw tool already listed.

I'll continue testing and try to improve the deck, especially because haven't faced any Slay Warrior yet, but I'm kinda happy with it. The only game I lost was against aggro crusader, and even that was close enough and couldn't draw a single prophecy to turn the tide.
Please, share thoughts and suggestions!

https://i.imgur.com/4xjZjtR.jpg

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