Mana Curve

0 8 15 12 9 4 2 0

Cards Attributes

Card Distribution & Keywords

Breakthrough 8
Guard 7
Charge 5
Prophecy 4
Slay 0
Regenerate 0
Rally 0
Ward 0
Wane 0
Wax 0
Treasure Hunt 0
Lethal 0
Exalt 0
Drain 0
Betray 0
Invade 0
Last Gasp 0
Pilfer 0
Assemble 0
Plot 0

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Self Harm Crusader

By: Corrvette
View other Decks by Corrvette
Posted: 1 week ago
Updated: 1 week ago
Up to date (Oblivion patch)
Crafting Cost: 13100crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+1
This deck needs a board but with the right set up it can create huge powerplays with fighter's guild hall and skaven being the main activators.

Guildsworn revitalizer provides relevant chip heal against other aggro decks.

Not having any 1 drops feels bad, if invade drops off in play, execute is a pretty good cut, except that it will reduce the number of expertise triggers for revitalizer which isn't irrelevant (though there are 18 triggers so losing 3 isn't the worst).

Worldy wanderer and Flayer have added much needed consistency to the deck, but overall on curve plays still feel weak. Fortunately all the early creatures have a high enough health that they can survive to your power turns.

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