Mana Curve

0 3 9 16 11 7 3 1

Cards Attributes

Card Distribution & Keywords

Guard 11
Prophecy 6
Charge 4
Breakthrough 4
Slay 3
Last Gasp 3
Rally 0
Regenerate 0
Ward 0
Wane 0
Wax 0
Treasure Hunt 0
Lethal 0
Drain 0
Betray 0
Exalt 0
Invade 0
Pilfer 0
Assemble 0
Plot 0

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Sower's Antimage Cult

By: Balgrim
View other Decks by Balgrim
Posted: 1 week ago
Updated: 1 week ago
Up to date (Oblivion patch)
Crafting Cost: 13000crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+2
Sower's Antimage Cult

Forewords:
Being a player since beta but having been away for a couple of month, this deck was created to help me get back on the ladder. This deck is intended to aggro against any action control deck and relies on four mechanics to do so:
  • A good Curve (See stats below)
  • Extremely aggressive creatures
  • Action counter + Ressource
  • Finishers (Charge / Shieldbreaker / Sower's trick*)

Together these four should ensure you have good cards to play on curve along you drawing and your oponent being short on removal, alltogether, a quick and sweet victory.

Remarks:
  • Currently I easily climbed back from rank 9 to 4 without much an effort and I think I'll possibly go up to 2nd/1st and even legend if I grind a bit and have a bit of luck.
  • The deck goes extremely well for fast gem farming against expert AI.
  • I consider this deck semi-budget as 3 of the legendaries comes from story content and many unique can be temporarily replaced by cheaper cards while grinding AI.

Gameplay:
As it is an aggro deck initially just focus on doing damage don't think too much that's not the idea here.

Mulligan Phase:
If you don't have the ring, discard everything expept your T2 creatures you have roughly 65% chance to get one.
If fortune favors you: be audacious, keep a T3 but don't discard T2 creatures as it help deals with epic T1 (e.g: Descendant of Alkosh).

Playthrough:
The curve is extremely reliable and strong: you have ~50% to curve creatures up to T4
If you do have the ring aim to use it consecutively on T2,T3, T4.

On your 3rd turn don't hesitate to use a Shield Breaker if necesary even against a lethal creature a destroyed rune is worth it and the deck contains many finishers.
In case you drew Withered Hand Cultist, try to play it cleverly depending on your oponent deck, he should try to remove it by any means but it also stand true for whatever creature you put next. Once the cultist is on board don't hesitate to use your removal even with higher cost it's worth it most of the time.

Sower's trick:
Sower of Revenge is an oldie but goldie, only banishment or silence ensure your oponent wont trigger it's last grasp and lose health in the end.
Keep in mind your own removal Fell the Mighty and Drive Mad can target him for additional burst.

Also, as the deck has drawing ressources and a number of low/mid cost creature you can forcefully fill a lane then replace Sower by any creature to activate it.

Current Meta:
As the gates of Oblivion are upon us Stone Throw will be your call against invade decks wait for the door to be level 3 to maximize efficiency and keep controling the board these deck overuse cards and you overdraw time will be on your side.
Similarly, Underworld Vigilante can be a great path clearer it solo/reveal a level 1 gate and can insta-trade those nordic minded Widow Daedra.

Budget Advices:
PS: If you replaced everything, congrats you've done it you've messed up the deck!

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2 Comments

nice list!

you can add to the Sowers Trick:
you can also trigger his 5 Damage also by just replacing him with another creature if your line is full...awesome if he attacked before, instant 10 dmg.

Best regards,
Ice
1 Reply
Balgrim 1 week ago
Thank you, it's appreciated as I'm not an expert in deck building!

Yeah, replacing a creature with last grasp on a full lane is working. As it was the second most common way to trigger Sower (first being a trade) I did not think of writing it it's now implemented.

Best regards,
Balgrims
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