Mana Curve

0 6 6 6 9 7 6 10

Cards Attributes

Card Distribution & Keywords

Prophecy 15
Guard 6
Ward 6
Last Gasp 3
Regenerate 0
Rally 0
Treasure Hunt 0
Wane 0
Wax 0
Slay 0
Pilfer 0
Charge 0
Breakthrough 0
Betray 0
Drain 0
Exalt 0
Assemble 0
Lethal 0
Plot 0


To The Elder Scrolls: Legends: Export to The Elder Scrolls: Legends To BBCode: Export BB Code File BB Code:

Blackfall's Mage Control - April 2017

By: Blackfall
View other Decks by Blackfall
Posted: 2 years ago
Updated: 2 years ago
Outdated (DarkBrotherhood patch)
Crafting Cost: 18000crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
UPDATED 05-05 : List & Guide have been updated !

If you don't like this list, I have a more "Draw-go" Mage Control list : Click here!

Hey everyone !

I am going to do my best to explain why I built the list this way. For those who don’t know me, I used to stream a couple of months ago, and I only play control decks, as it is my favorite way to play the game.

Introduction :

Control Mage has been the default control deck for as long as I can remember. Both color provide everything you want when thinking about playing control: card draw, spot removals, board removals, healing, late game threat, and much more.

Card choices :

Execute: With the ladder being filled with SMOrc players packing Daggerfall Mage, Windkeep Spellsword, any green 2-drop, Wardcrafter… Execute is a powerful removal.

Wardcrafter & Shrieking Harpy: The nerf to Healing Potion indirectly nerfed Shimmerene Peddler, which is very, very sad. Peddlers allowed you to thin out your deck, while being proactive on board. Since Healing Potion is no longer really playable (believe me, I tried), Peddlers require now too much work to get them going, and it’s not worth it. On top of that, High Rock Summoner is too slow in this very aggressive meta, and this is why Wardcrafter and Harpy shine. Wardcrafter allows you to dictate trades, and synergize well with your taunt creatures and your Daggerfall Mages. Regarding the Harpies, they provide a very solid board control, especially if you get to trigger them as prophecy.

Daggerfall Mage: Powerful, if not the best, 3-drop in the game. Trades very well and gives you indirect card draw. If you don’t have the soul gems to craft them, you can play the Telvanni Arcanists instead. It won’t be as efficient, but it’ll work just fine.

Elusive Schemer: Even after the nerf, it still is one of the best card draw engine in the game. It often baits a silence because of his very unique and strong last gasp effect, and it only means your late game threats are going to be harder to remove.

Knight of the Hour: Our new healing tool ! Easily replaces Pillaging Tribune. Getting Knight of the Hour off a prophecy is absolutely wonderful when needed, and playing them from hand is kinda mehh. But still, very powerful card.

Fate Weaver vs Senche Tiger: That 6-magicka spot was the most versatile back in the day. If the meta was control heavy, you packed the Weavers. If the meta was aggro heavy, you packed the Tigers.

Supreme Atromancer: Good card, play it on turn 9. If you’re in control, you’ll most likely win. ‘nuf said.

Cards that I DON’T play, and personally think don’t belong in Control Mage:

Cloudrest Illusionist: The combo Cloudrest/Execute works perfectly well in Spellsword Control, or even Monk Control. But we certainly don’t need it in Mage. With Firebolt & Lightning bolt, we have enough ways to remove the early game. On its own and in a Control Mage deck, Cloudrest is a slow card that will occasionaly allows you to make some value trades. But that’s why Wardcrafter is here. This card is unecessary.

Dark Harvester: Expensive and inefficient way to heal yourself. Only really works with Desperate Conjuring in your deck, but that would require to revisit your entire deck and mana-curve. Just not worth it.

Dawnstar Healer: This is NOT a 3-drop (unless against aggro). You will always play this card right before you break a rune, forcing you to play off-curve most of the time, which is completely not something you want when you’re playing a control deck. And on top of that, to heal yourself with it, you need to break runes, and I am not a fan of that way of playing control.

That’s all for me folks! Feel free to ask me anything in the comments, I’ll gladly answer it ;)

See you guys and girls on the ladder !

Share on:


I was struggling to find a Control Mage build that was tightly tuned. Took this bad boy for a spin and swept rank 1 with 8 wins in a row. There were some tight games with a complex series of lines, but it worked perfectly. +1
1 Reply
Glad you're having success with it :)
Bo Fazo 2 years ago
Why would you pick Cunning ally over camlorn sentiel?
2 Replies
Thoxic 2 years ago
The {Firebolt} {Cunning Ally} (often) provides outshines the 2/4 guard. Also, the 3/3 body trades positively with any 2/3, in comparison to {Camlorn Sentinel}.
Exactly what Thoxic said. A 2/* body doesn't trade very well right now in this meta if it doesn't have ward.
I really like your version of Control Mage.
I've sloooowly moving towards building this.
However I'm missing pretty much all legendaries so I'm a long way off.
Which legendaries do you think I should craft first?
1 Reply
Blackfall 2 years ago
Odahviing is most likely the most important one, and not only for mage, it's played in almost all control decks/archetypes (even in ramp). So I would say Odahviing is a safe first legendary to craft. Then I would go Dawn's Wrath >= Ayrenn > Daggerfall Mage :)
lros16 2 years ago
Is there such as a budget control mage?
Essavias 2 years ago
Love this, kudos for sharing the list! How do you feel about teching in Vicious Dreugh?
1 Reply
Card is unfortunately too slow in this meta. And I wouldn't be able to find room for it.
chris1980fl 2 years ago
All the positive comments have my attention so I want to try out this deck, but I only own one Dawns Wrath, what one card should I replace it with?
1 Reply
Immolating blast is great vs the zerg aggro decks on ladder
Solid deck, but i guess peddlers could be changed for something else.
2 Replies
I think the same.

Also health is a problem for me, i get lot of cards but i get killed before my opponent runs out of them
Peddlers is my own preference, you could swap them for Wardcrafter.
deck is crazy good tho
Why did you remove Mirak?
2 Replies
My guess is that the meta is currently very aggresive and Mirak will often sit in your hand just watching your opponent kill you with a bunch of little dorks before you even dream to get to eleven magicka.

He is now running 3 Fate Weavers instead, which sometimes will be free and trade well with small creatures.
Miraak is too slow. Only very good against control mirror.
What are your thoughts on Palace Conspirator instead of Peddler?

Although Peddler can potentially net you more cards, my main problem with the deck is drawing a bunch of 9+ drops in the first three or four turns (this happens to me way too often). Conspirator helps to mitigate this problem much better than Peddler, which requires setup in order to draw a card. This is often not possible due not having enough actions in hand or enough magicka.

I can see running a split of Conspirators and Peddlers in those three slots.
1 Reply
I tried the Conspirator, and I really didn't like them. Doesn't give you value, just cycles. And I prefer the actual draw than cycling.
You must be logged in to reply.
Please  Log In or  Register