Mana Curve

0 6 6 10 10 8 2 10

Cards Attributes

Card Distribution & Keywords

Prophecy 18
Guard 14
Breakthrough 1
Regenerate 0
Rally 0
Slay 0
Ward 0
Treasure Hunt 0
Plot 0
Lethal 0
Charge 0
Betray 0
Drain 0
Exalt 0
Assemble 0
Last Gasp 0
Pilfer 0


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Prophecy Forge Crusader - Legend

By: gtoxshenanigans
View other Decks by gtoxshenanigans
Posted: 1 year ago
Updated: 1 year ago
Outdated (DarkBrotherhood patch)
Crafting Cost: 12950crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
Here is my prophecy forge deck that I've been playing around 30-50 legend. I used it to climb from 2 to legend. It was designed to take advantage of the control monk/mage meta to out attrition them. The high prophecy count pairs well with forge and helps against rush.

Control monk / Control mage - I mull to hit a forge on 7
Prophecy BM / Bradfordlee face archer / Prophecy Assassin - stabilize and guard both lanes
Orcs - Mull for early curve, don't get behind on life for sowers

Merric - again, don't get behind on life. Play to field lane 3x dawns wrath clear atros and merric lanes
Rage archer - As long as you keep the early board under control and life up early you win

Ramp purple - They will blow up your late game (forges)
Rush sorc - You will never be able to develop a forge with them always highrolling sages
Extended resource midrange archer - I hate this deck

Playing the deck:
General Tip:
Don't empty you hand in a turn unless you're far behind. Save a minion to proc forge each turn.

Against Aggro:
I only keep a 4 drop with ring. The key is answering each threat as they come. 3 executes/rapid shots/crushing blows/protectors always go 1-for-1 with their early cards. I don't greed with any resource, always minimize the damage your taking. This deck slows them with heals and stabilizes with guards. You don't want to be in range for spell reach.

Against Non-purple Control:
This is where forge is huge. I play these games for value and you always want to avoid letting them 2-for-1 you. Play slow, you will eventually out-value them. You still don't want them to break early runes though, your prophecies are much stronger once a forge is out which allows for 2 activations per turn. If you're opponent is on control mage with atromancers you need to control the field lane saving dawn's wrath for the atromancers in the shadow. Once they see forge they usually panic and flood the board in attempt to push since they know they can't out-value. In this case turn 7 forge into turn 8 dawn's wrath is very strong.

Against Purple Control:
If you've subbed in giants and dawnbreaker then you can attempt to play attrition. They have plenty of removal for forges though. Non-spellsword usually only has 3 removal for supports though so there is a chance you draw more forges than they draw removal. Make sure you hold forge for a turn where you can play a minion with it. With no giants then you can still try to play attrition and just pray they can't immediately answer forge. You will rely on dawn's wrath to clear hist groves. If they are slow playing you then you can try pushing. When pushing you might bait out a defensive shadowfen or edict that otherwise would have killed a forge.

Card Choices:
Priest of the moon > Profiteer:
The prophecy synergy with forge is so strong. As a crusader deck with limited draw you won't be able to get a ton of immediate value from profiteer anyways. Profiteer is a stabilizing card for monk or mage who typically don't run the giant walls we do. The immediate value of priest helps us get to that point.

Dawnstar Healer > Tribune:
Tribune isn't bad... but we want to keep the curve low. Feel free to try out tribune though. Healer is nice for a few reasons. It frightens rush decks so much that they try to deal with it immediately, it might as well have guard. It is the yellow shaman in that regard. And since most of the minions are guard in this deck, sticking an early minion is tough against rush so getting value from tribune only really works in the situations where you can get value from dawnstar.

Playing 3 Dawn's Wrath:
If you are seeing too much rush you can consider going to 2 but I strongly like 3. It is easy to get behind the turn or 2 after you play forge and wrath is a great stabilizer. Don't be afraid to kill one of your own minions with it. The goal is just to slow them down. The later the game goes, the more value each forge generates. 3 Dawn's wraths are also essential for atromancer decks.

Cards to consider subbing in based on meta:
1x Agent - for excess control green/blue (mage/sorc/archer/monk)
1x Dawnbreaker - for excess purple (or if you like playing aggressive)
1x Miraak - for excess control
1-2x Belligerent Giant - (2) for excess hist grove decks and (1) night mother/mundos stone
1x Healing potion - for excess face rush
1x Goldbrand - for excess control mage/monk which can't kill it
2x Fell the Mighty - for excess sorc rush / rage archer
1x Black dragon - for excess control green (archer/monk/scout)

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Invo 1 year ago
Interesting deck. The lack of card draw seems to be a big issue though.
1 Reply
gtoxshenaniga... 1 year ago
I agree. It made it possible to lose to any green deck that hit too many baroness if you don't hit forges. I switched out dragons for gristlehides and added in rapid shots a while ago. I've updated the list to reflect my latest changes.
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