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Aggro – tempo war. WR 72% to climb legend.
3 [card]Barrow Stalker[/card]
3 [card]Circle Initiate[/card]
3 [card]Orc Clan Captain[/card]
3 [card]Wind Keep Spellsword[/card]
3 [card]Dark Guardian[/card]
3 [card]Haunting Spirit[/card]
2 [card]Skaven Pyromancer[/card]
3 [card]Withered Hand Cultist[/card]
3 [card]Young Mammoth[/card]
3 [card]Bleakcoast Troll[/card]
2 [card]Candlehearth Brawler[/card]
2 [card]Dushnikh Yal Archer[/card]
2 [card]Earthbone Spinner[/card]
1 [card]Garnag, Dark Adherent[/card]
1 [card]Lucien Lachance[/card]
1 [card]Reive, Blademaster[/card]
2 [card]Shadowfen Priest[/card]
3 [card]Sower of Revenge[/card]
3 [card]Wrath of Sithis[/card]
2 [card]Belligerent Giant[/card]
Warrior deck
Aggro
0 | 2 | 12 | 14 | 12 | 5 | 3 | 2 |
Guard | 13 |
Breakthrough | 6 |
Last Gasp | 6 |
Slay | 4 |
Prophecy | 3 |
Drain | 3 |
Ward | 3 |
Charge | 2 |
Lethal | 1 |
Treasure Hunt | 0 |
Betray | 0 |
Wax | 0 |
Wane | 0 |
Exalt | 0 |
Regenerate | 0 |
Pilfer | 0 |
Plot | 0 |
Invade | 0 |
Rally | 0 |
Assemble | 0 |
EDIT : well. Very strong deck. 74 games to climb legend in 4 days. 53-21. Winrate : 72%
Stats :
Warriors : 11-5 : mainly orcs warrior : WR 69%
Battlemage : 8-6 : half aggro / half Merric : WR 57%
spellsword : 6-4 : control : WR : 60%
mage : 8-1 : control : WR 89%
assassin : 7-2 : aggro / combo ….. : WR 78%
Archer : 6-3 : aggro / swindler …. : WR 67%
Sorcerer : 4-0 : mainly item : WR 100%
scout : 3-0 : ramp : WR 100%
No crusader or monk. Sad.
updated stats, actually top 50 legende : 69% winrate
Warriors : 18-8 : orcs and mid warrior : WR 69%
Battlemage : 15-10 : half aggro / half Merric : WR 60%
spellsword : 12-4 : control : WR : 75%
mage : 14-6 : control : WR 70%
assassin : 11-2 : aggro / combo ….. : WR 85%
Archer : 11-9 : aggro / swindler/unstoppable rage …. : WR 55%
Sorcerer : 5-1 : mainly item : WR 83%
scout : 8-2 : ramp : WR 80%
Monk 3-2 : WR 60%
crusader 2-1 : WR 67%
Well. After some more games, it seems that unstoppable rage archer is the biggest counter. And maybe control monk, mainly because i don’t really know the match-up.
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26 Comments
I still have to test it out tonight, but I think the 1 and 2 drops could be toyed with a bit depending on the meta, with Iliac Sorcerers/Dragontail Saviors for better early board presence, or Relentless Raiders/Scimitars for even more burst.
The 3+ drops seem pretty much set in stone though.
1. Should i play safer with this deck and obtain board control or push face agressively?
2. What about adding removals like Stone Throw and Cast Out?
3. And is it worth putting Garnag, Dark Adherent in?
Btw, can anyone post a video of proper gameplay? Thnx
If these control decks don’t have a total crap hand or you was a tiny bit unlucky, this deck is not fast enough for them and has literally no removal/damage from hand or comeback potential. You often end up losing while failing to deal that last 8hp damage because whatever they find some drain, remove all your board with 1 card and so on
So you probably was on a lucky streak if you reached legend with this.
Edit: just played against hist groves again. yep to beat them you need to be quite lucky.
1: If you don’t have a silence ready for their taunts and supports and can play it right after them – you lose your chances to win even before they reach 15 magicka
2: there are no removals or damage from hand. Since Hist decks have a lot more
magicka they play OP shit like Preserver of the root, which is essentially 4mana 6/6 taunt that you have hard time dealing with. Or dark guardian, which is so overstated for its mana… or thorn histmage…
3: this deck is not fast enough. Not to mention that you are forced to mulligan for shadowfen priest that sits in your hand till turn5, because if you won’t remove their supports ASAP you lose, which makes your hand even slower.
4: no real win condition. Maybe you can call Sower of Revenge a win condition in this match-up, but Hist Grove decks run silence too so often it doesn’t do damage. Reive is not doing much, he has hard time getting past huge taunts, usually his effect procs no more than once before he is removed. But you can’t count on him anyway since you may never draw him at all. Other minions are pretty trashy and getting killed against taunt walls or removed efficiently because you have no time to fight for board, you must go face-face-face to win before they gained enough magicka. Giants are pretty useless. At 7 magicka if you are winning, you are likely want some different card. Maybe Sower of revenge or a few smaller minions on different lanes. If you are losing – it will not help you, It will buy you 1 turn at best. Because at your 7 magicka they are likely 10+ already even if you removed one of the hist groves.
In other words, deck is not really viable past rank 4. Some gimmicky miracle decks have just as much success as this one, are more fun to play and may have a comeback potential.
On your stats:
You encountered ramp scout only 3 times and 3 times won. That’s just a pure luck. They are more common than control mages and some of the other decks.
Your control mage stats don’t seem real. When you play against them, at turn 6 usually most of your board is gone and everything you play is getting removed pretty easily. Unless you play Sowers one after another from turn5 all the time, you won’t achieve such winrate. Reive at turn4 rekts them, but drawing him right when you need/can play him out of 50 cards is a luck. It is nice when it happens but you can’t count on it.
I can’t deny that this deck may have worked initially. But since this deck is so straightforward and has literally no surprises, at high ranks it is not working.
1- It depends on what you opponents is playing. But it’s almost board control and push face at the same times. If you can do a good trade, you have to do it most of the time during the first 3-4 turns of the game.
2- There is no need to use hard removals in this deck. Most of the clear can be done by ping or creatures.
3- Garnag is a good creature which can be played instead of a midnight sweep eventually. I have to try it.
Meru :
Of course this deck was better when it was more or less unusuall. But it remains good anyway. I’m currently in top 100 even if i don’t have played ranked these last days.
My score against scout is actually 7-2. It’s a good match up for me. Scout has no good hard removal neither AOE and use mainly huge taunts as defense. There is 5 silence and 2 giant in this deck to avoid huge taunts. Many good trades against “weakest” taunts like blacksap, midnight sweep if played or hist mage.
Ramp scout is a deck you can easily outvalue. Most of the time you finish him by sacrifying a sower of revenge on a full lane.
It’s harder against control mage, especially with the last decks. my score is 13-6 actually. So it’s a tie since 5-5 since i put my stats. Well, and 3 of those losses was against Eyenie. I think that Eyenie is a bigger counter of this deck than control mage anyway.
But with a good use and a good placement of mage slayer, enchanted plate, haunting spirit, spellsword and morkul gatekeeper, you can avoid AOE and outvalue the mage T6 and T8.
The deck is not as easy to play as it looks. That’s not only push face and look if you can win.