Mana Curve

0 0 20 7 13 4 3 3

Cards Attributes

Card Distribution & Keywords

Guard 14
Prophecy 13
Betray 2
Regenerate 0
Rally 0
Slay 0
Treasure Hunt 0
Wane 0
Wax 0
Ward 0
Plot 0
Lethal 0
Drain 0
Charge 0
Breakthrough 0
Exalt 0
Invade 0
Assemble 0
Last Gasp 0
Pilfer 0

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They are billions: undead army - TOP #50 LEGEND

By: Daghter
View other Decks by Daghter
Posted: 5 months ago
Updated: 4 months ago
Outdated (Elsweyr patch)
Crafting Cost: 14100crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+47
Woah, thank you Moons of Elsweyr!
Skeletons got some love, a tribal deck should be finally competitive. I made this deck for fun, yet it works on the ladder and won me many games with 85% WR. I tested it on Legend Rank, I guess I'll give it a shot for next season.
It's pretty straightforward, but I'll write a guide if this gets enough interest.

[New Season]
With the start of the season, I had the chance to make a few ladder games and the deck was an absolute blast. I won 15 games and lost only one (vs Conscription Telvanni who had a Necro Amulet played on turn 2+ring, conceded at turn 14 after 2 Conscriptions, with him at 9 health and no more runes to break).
It's super aggressive and acts really well against other aggressive decks, since there's a lot of guards that just keep getting buffed. Midrange matchups are fine too.
Most games were done by turn 8-10, like most midrange decks, and the deck was ahead in almost every game, beating up from both lanes and using Daddys and Champions as Divine Fervours. Vastarie is a card I added thinking would have been ok, but it's actually GREAT. It synergises so well with Necros that I just keep her in my hand when I have the ring, since half of the deck are 2 drops.

How to play this deck?
PHASE ONE: THE MULLIGAN
Depending on wheter you have the ring or not, getting a decent 2 drop creature is not mandatory. You can keep Wake the Dead along any 2-3 cost guard, sending prophecies back into the deck. If you have the ring, Vastarie and Skeleton Champion are ok cards, especially if you drew Dark Guardian (that card is just a disgusting stack of stats, survives two turns almost every time). Never keep Bone Colossus or Odirniran Necromancer, you might not need them for the entire game.

PHASE TWO: RISING UP THE ARMY
Try to get first few creatures on field lane, check on your opponent's playstyle and gain control of field lane. Save Negations and Bolts, if you have them. They're for drain creatures or to finish the game.
Try to set up as many undeads as possible, always using big bodies to lock up a lane, or both. Your small minions are usually ignored, since they're not a threat with 1 or 2 power. Yet.

PHASE THREE: WHAT IS THIS SORCERY?!
Ok, so you have at least two creatures on each lane. You probably drew Champions or Vastarie. Opponent should be around 21-25 health. There's two strategies here.
One, choose a lane with least creatures. Get Vastarie in, especially if you have guards up in the other lane, but do so AFTER hitting face with everything you got. Prophecies are welcome, if you have a Dark Guardian up. That's actually your main card draw engine.
Two, summon all the minions you can, then take your Champion out, choosing a lane where it might survive. After doing so, smash face as hard as you can and just keep smashing. Depending on how you set up your lanes, you should have close to 15 face damage in one turn.

PHASE FOUR: CLOSING THE GAME
Depending on how defensive your opponent plays, there might not be a phase four. Sometimes they concede on turn 8 or earlier. If they don't, you can use more Champions or Daddys to further increase face damage, usually seeing a concede as soon as they are played.

[Edit]Tweaked the list a bit, to adapt to current meta. Right now there's slightly more soft removal and Abnur Tharn to give the deck some flexibility, both from my and opponent's cards. Also added one more Bone Colossus and removed Agents.
[Edit#2]Deck made it to Legend! Will probably start playing something different now, but playing this deck was REALLY fun! Thanks everybody for suggestions and for bringing this to the ladder!
[Edit #3]Removed Spirits and added one more Priest and one more Lookout, due to heavy aggro and control lists hanging around on top of the ladder.

https://i.imgur.com/dEYTmEg.jpg
https://i.imgur.com/Y438peb.jpg
https://i.imgur.com/80KboHd.jpg
https://i.imgur.com/6ZtfU5b.jpg


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41 Comments

So would you say this deck is a good investment or is it too early?
1 Reply
Daghter 5 months ago
Depends on how many cards you have from previous sets. Dro-m'Athra Reaper is not necessary, there's different options. Vastarie is a good card, but you have to craft her. Bone Daddys are the only core cards here, so if you don't have them, you'd need to craft to make this work. I included Necros because of Vastarie, but also because most guards can be targeted, if you're in a pinch.
To answer your question, if you already have Necros and Bone Colossuses, this deck is very cheap - just cut reapers and you'll be fine.
If you don't, I suggest you craft Necros because they're a core part of many decks, not just this one, and maybe try a cheaper alternative.
Why no Grim Champ?
1 Reply
Daghter 5 months ago
Because it's both slow and weak. The deck is aggressive, plays similar to a token deck. I hardly ever trade, hitting face before getting controlled is a must, since this deck has no sustained card draw. Grim Champ gets stronger after you or opponent trade, which means I have to waste a turn not dealing damage to make him stronger, or just play a 2/2 for 4 and wait for enemy to remove it with a cheap spell. Bonewalker and Rising of Bones get better stats on the board and guard as well, which gives you breathing space against more aggressive decks and forces multiple/more expensive removals from control.
xX KI STREET ... 5 months ago
I really love this deck btw... I made an allegiance skeleton purple awhile back and it was super fun.. I just really wish they would have buffed Prophet of Bones exalt cost. :/I do feel that mummify is a must, since your only "removal" is negation.
Daghter 5 months ago
xX KI STREET Xx wrote:
I do feel that mummify is a must, since your only "removal" is negation.

I thought about it and feels like the only replaceable card is Expunge, which is more aggressive and also draws a card, but is no prophecy. I guess that's situational, Mummify works better against some type of decks (mostly yellow, due to guards, but also Sower of Revenge), while Expunge is fine against blue/green and can allow to connect some valuable face damage. Deck's aggressive and you're either done by turn 8-10, or will most likely lose. In this scenario Mummify would hardly ever serve as "control" removal, rather guard removal. I guess I'll consider which of the two is better next season, when I start over from r5.
fureyu 5 months ago
Daghter wrote:
Vastarie is a good card here and you can get her for 500 gold from the precostructed set.

What set is this? I've bought the 500 gold sets and don't have her. I don't see her in any of the sets able to be purchased with gold.
2 Replies
Daghter 5 months ago
I stand corrected. For some reasons I thought Vastarie was in the Sorcerer theme deck, but it was Zumog Phoom instead. I edited my previous comment. Thanks for your reply, was totally misleading players there.
fureyu 5 months ago
No problem. I was looking to try and build it myself and I'd rather spend the 500g over spending 1200 gems lol. Glad I was able to be helpful.
You claim this was tested in Legend Rank, and your title says LEGEND, but after reading and seeing the pictures posted being at RANK 5, this feels more like a "click bait" write up.

Otherwise, Skeletons are on the rise, and it's interesting to see a deck using Worm King's Agent.
Daghter 5 months ago
GunterNine wrote:
You claim this was tested in Legend Rank, and your title says LEGEND, but after reading and seeing the pictures posted being at RANK 5, this feels more like a "click bait" write up.

Well, if you cared reading the description, you would have noticed I posted the deck on the 30th of June. I was legend 1000 when I started playing it, ended up 396, in one afternoon. Again, description says I would have tested it on the ladder for the next season. Which starts today.
berjae12 5 months ago
Very excited about a skeleton/spirit tribal deck and this looks like a phenomenal list!
Any thoughts on throwing in Forsaken Champion(s) or even a Ring of Lordship for tribal synergy and a bit of burst or cost reduction? There are 16 actions to 34 creatures - might be safer to bump the creatures up a little and reduce the actions?
Many thanks for sharing!
1 Reply
Daghter 5 months ago
I am still tweaking the list, trying to figure out the best combinations that allows a chance against all type of decks. Actions don't feel so bad, mostly because they're used to dig or summon. Also, half are prophecies, I'm having a hard time giving them up. I was thinking to add the ring, might try it in the next days to see if it lowers the curve to push letal at turn 6 or 7.
Forsaken Champion is probably a no, it's too expensive and Skeleton Champion does the same thing while also guarding and costing less. Besides, it would replace Deathpriestes and I kinda like playing them when getting closer to turn 8 or above.
tfujkoc 5 months ago
Need a little help. I don't have Dro-m'Athra and Worm king's Agent, so any advice about potential replacements would be nice.

I'm thinking about Wardcrafter, Ancestral Dead, Icy Shambles, Ancano and Zumog.
Also third Bone Colossus
1 Reply
Daghter 5 months ago
Shambles and Grim Champion or Corrupted Shade might be ok, depending on how much offence or defence you want to add. Dro-m'Athra is not necessary at all. Zumog is also fine. You could also try cutting creatures to add Training Grounds, but I have no idea how it would work, deck's already on the edge with creatures and there's quite a few non-skeletons that might make it not worth it.
Daghter wrote:
Shambles and Grim Champion or Corrupted Shade might be ok, depending on how much offence or defence you want to add. Dro-m'Athra is not necessary at all. Zumog is also fine. You could also try cutting creatures to add Training Grounds, but I have no idea how it would work, deck's already on the edge with creatures and there's quite a few non-skeletons that might make it not worth it.

I tested with Training Grounds. It's too slow, and the meta is heavy with Tribunal and Silence mechanics from the previously OP Assassin decks. I would increase Mummify as the deck could benefit from more soft removal (since Hard Removal isn't an option. Grave Grasp is also an all star at soft control, and I would recommend a third Deathpriest, again as soft control.
1 Reply
Daghter 5 months ago
Tweaked the list a bit, got some more soft removal and also added Abnur Tharn to replay Champion buff or to resummon it from Necro's effect. Also decent to copy opponent's cards to draw or do other silly stuff. Got r2 at the moment, found a few people playing this deck and even lost to some of them. Made me smile :)
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