Mana Curve

0 7 12 7 10 10 2 0

Cards Attributes

Card Distribution & Keywords

Guard 20
Prophecy 15
Lethal 9
Charge 3
Rally 0
Regenerate 0
Slay 0
Ward 0
Treasure Hunt 0
Betray 0
Pilfer 0
Exalt 0
Drain 0
Breakthrough 0
Last Gasp 0
Assemble 0
Plot 0

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[TFotDB] Cultists' Meeting Place (Master)

Dark Brotherhood - Episode 3 - Cultists' Meeting Place
story
agility willpower
By: CHARM3R
View other Decks by CHARM3R
Posted: 1 year ago
Updated: 1 year ago
Outdated (DarkBrotherhood patch)
Crafting Cost: 9950crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+13
This encounter plays exactly like the "Use Disguise" option, but by choosing "No Disguise" you get the option to use your own deck. That's the good news. The bad news is that unlike when you use a disguise, the opponent gets to start with a Grim Champion and a Deathless Draugr in each lane. Basically, those pesky cultists are on to you since you didn't show up wearing the right kimono.

Just like when you have a diguise, the right lane is a Reanimation Lane that will resurrect any creature that dies one time as a 1/1 version of itself. This means that creatures with a Summon ability get to trigger their effect each time it enters play. Creatures with Last Gasp also benefit from this lane as well. Lastly, it's worth noting that creatures with Charge can be effective for trading since both the normal and the 1/1 version can attack in the same turn. Between the creatures that the opponent starts with and the wacky lane in this encounter, there are some things that can be done to take advantage of this encounter.

First, it's a good idea to run Execute for a number of reasons. It helps to kill the Grim Champion in either lane before they grow. In a pinch, it can also be used to take out any pesky 1/1 version of a creature in the Reanimation Lane. An early Execute can do wonders to help you stabilize early, but it isn't required because of the other "tech" options at our disposal.

The Reanimation Lane really "ups the value" of some cards due to their strong Summon abilities. Marked Man is actually very good in this encounter. The defenses block two attacks, with the reanimated version being a 1/1 that can actually trade with smaller creatures. When Marked Man gets reanimated, you get another copy of the defenses added to your hand that can once again be reanimated as well. That one card is worth six bodies in the special lane. They might be small, but they add up while helping to stall in the early game.

Ungolim the Listener shuffles in assassins twice, and each one draws you two cards when played in the right lane. Eastmarch Crusader and Thieves Guild Recruit both help to refill your hand when you're running on empty. Murkwater Witch and Sanctuary Pet both have strong abilities that help you control the lane. If you get low on health, Bruma Profiteer will give you health for creatures played as well as those reanimated from the special lane. Knight of the Hour will provide protection with Guard, and it will give you health twice. Finally, Loyal Housecarl and Golden Saint both give you a fair amount of Guard when you get to trigger their Summon ability twice. Finally, Territorial Viper trades with annoying creatures twice due to Charge and Lethal.

Overall, this list plays like a mid-range list that fights for control of the board. Focus on establishing a greater board presence early, and then finish the game on the back of the deck list synergy.

Check out the video below to see this deck list beat the encounter.

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2 Comments

Some cards I found really useful for this mission:
- Deshaan Avenger in Reanimation Lane is worth 3 3/3 bodies and 3 1/1 bodies.
- Giant Bat in your starting hand can instantly clear Grim Champion in either lane.
- Feasting Vulture Reanimates into 3/3.
- House Kinsman has a strong Last Gasp.
- Cliff Racer because of Charge.

Theorycrafting:
- Infinite Shadowmere duplication via Reanimation. Also has Charge.
1 Reply
apgl 1 week ago
Just an FYI to y'all: Shadowmere actually doesn't reanimate.
Reply
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