Mana Curve

6 6 9 20 6 3 0 0

Cards Attributes

Card Distribution & Keywords

Charge 9
Pilfer 3
Slay 3
Prophecy 3
Last Gasp 2
Regenerate 0
Rally 0
Treasure Hunt 0
Wane 0
Wax 0
Ward 0
Lethal 0
Drain 0
Breakthrough 0
Betray 0
Exalt 0
Invade 0
Assemble 0
Guard 0
Plot 0


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OTK Ping Archer - Very Fun (Updated Oct. 2017)

By: vittycent11
View other Decks by vittycent11
Posted: 2 years ago
Updated: 2 years ago
Outdated (1.66.1 patch)
Crafting Cost: 6250crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
This deck has gone through a few iterations for me over the past 8 months, but the core remains the same. Dark Brotherhood and Skyrim brought some great tools, but the idea remains the same.

The idea for this deck is based around surviving vs aggro or racing vs control until you have enough burst damage in hand to win in one final turn. If you haven't picked it up already, your final turn will involve playing firebrands from hand with as many buffs as possible from Northwind Outpost, Orc Clan Captains, and Swindler's Market. Don't forget that your close calls can return a firebrand and deal even more damage with a market on board. I have done 40+ damage from hand a number of times, but the magic number seems to be anywhere from 20-30. A lot of times you end up putting enough pressure to get them to 10-15 health and finishing them off from there.

One of the reasons I love this deck is because it is so versatile in play style leading up to the combo. Against aggro, you will want to keep up with them while drawing combo pieces and hopefully getting one of your major threats (goblin skulk, markarth bannerman) to stick. Even if they have an answer to these, it usually comes at a tempo/card loss. The tricky part in these matchups is deciding whether or not to break their runes to set up lethal. MOST of the time, it is the right thing to do, because you can often race them with combo pieces in hand, but it wholly depends on the situation. You will get the feel for it after you play a handful of games.

Against control, your main goal is to apply pressure and draw combo pieces as soon as possible. Understand that most times, they will have an answer for your threats, but that's ok, since you will likely be drawing into your combo pieces as the game goes longer.

**General Mulligan Guide: ALWAYS KEEP SKULK, mulligan for multiple if you can. If not, go for thieves guild or any of your 3-drops I guess.
Always chuck: combo pieces (orc clan, firebrands, close calls, market),

Token/Aggro Crusader: Skaven is a key card here. Don't be afraid to throw some firebrands at their big threats. Main goal here is to survive until one of your threats stick.

Ramp Scout: pressure, pressure, pressure. You need to kill them before turn 7 or 8. Mulligan hard for skulks and bannerman. Even if they silence your turn 5 bannerman, it can usually still push 4 damage. Unless you have no other play, try to keep support cards in hand until you are ready to go for the win. Your 3 drops will do work in these matchups, since they usually push good damage.

Control Mage: Same general idea as ramp scout, but you have more time to assemble the combo. Only thing to be aware of is that they likely have a handful of prophecies to keep in mind of when going for the win. See tips and tricks section on playing around prophecies.

Rage Archer: This one is tough and very draw dependent on both sides. If they draw archer's gambit shenanigans right away, it's tough to get anything to stick. That being said, if you draw a fast opening hand, you can roll right through them.

Tips and Tricks
- Playing around prophecies on final turn: This is huge. When going for lethal with swindler's markets on board, remember that they do damage when the firebrand is dropped before he can attack, so a prophecy could potentially remove/block it. To play around it, try to use close calls or actual firebrand attacks to break runes. Ex) opponent is on 16 with 1 market on board. You already have a firebrand on board. Instead of dropping another firebrand and going face, try to close call the one on the board so the potential prophecy cannot interact with the new firebrand.

- Playing support cards: This is strictly matchup dependent. If you suspect that your opponent runs support removal (all purple decks, red decks that run belligerent giant, sometimes dreugh in control mage), try to wait to play your supports until the last turn or until you have enough pressure to mitigate the removal of it. That being said, there will be times where you're stuck with 3+ supports in hand and can't play anything else - then it's fine to play one.

- Feigning midrange/aggro archer: this is very useful at higher ranks against control decks. Depending on your opening hand, you may be able to feign being a different type of archer. By not playing supports, or camels early, you may force your opponent to play sub-optimally in order to answer early pressure. I have forced many a ramp scout into using a shadowfen priest on a skulk or kinsman early, only for me to drop an unanswered bannerman/ support card the next turn. This is a skill you will develop over time.

-Hit and Run: yikes. I have a love/hate relationship with this card. I have it as a one-of fun-of in this deck as it is strictly used in desperation. I can't tell you how many times I have used it just needing one combo piece/0-mana card and have not gotten it. At the same time, I have also pulled off some insane last turn combos with it. Just know the risk of using it, but don't be afraid of it when there is a meaningful chance to win.

Edit: -3x Spider Worker +3 Goblin Skulk
-1x Shadow Shift +1x Earthbone Spinner

6/6/2017: -2x Leaflurker, -3x Varanis Courier, -2x Sharpshooter Scout
+3x House Kinsman, +3x Brotherhood Slayer, +1x Finish Off

10/17/2017: -1x sharpshooter scout, -1x finish off, -1x house kinsman
+1x shadow shift, +1x embassy disguise, +1x hit and run

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1 Comment

Warriors7 2 years ago
Love your deck man! You were quite right about skulks not quite fitting in because they often don't get to hit and so they don't help cycle. (though when they do hit, they are amazing) The concept of 'pinging' your opponent death is quite hilarious, and the surprise factor of this deck is its real strength. I cut the shifts and added spinners to help fight the board, ungolim over a sharpshooter because of the heavy cycle. The hardest thing about this deck is counting lethal - sometimes I just go all in and hope for the best.
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