Mana Curve

0 3 9 3 9 9 7 10

Cards Attributes

Card Distribution & Keywords

Prophecy 12
Guard 11
Drain 5
Last Gasp 2
Charge 2
Breakthrough 2
Rally 0
Regenerate 0
Treasure Hunt 0
Ward 0
Slay 0
Lethal 0
Betray 0
Exalt 0
Assemble 0
Pilfer 0
Plot 0


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Necromancer - Healing To Win

By: Hemzel
View other Decks by Hemzel
Posted: 1 year ago
Outdated (DarkBrotherhood patch)
Crafting Cost: 14900crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
Hi, Legends Decks:

Some of you who know me, know that I have a lot of affinity for decks based on the use of the "graveyard". Achieving affinity with this type of interactions has been, since I play The Elder Scrolls: Legends, my biggest wish.

Many decks have been built up over time to try to strike a balance between control and survival. And I think I have achieved a roughly exact sketch of what I want to achieve with all this little "research".

I present my creation: the Spellsword "Living Through Death".

What is the deck based on? Why are some cards ignored?

The deck is based on giving an appropriate and useful place to the "Black Worm Necromancer" and the "Gravesinger". These two cards are the central axis of the deck.

Their interactions with the "graveyard" open up a possibility, sometimes very unfair, of carrying out control strategies, without sacrificing "brute force".

And if you are being asked: yes, summoning a creature from the "graveyard" activates its invocation ability. Do you now understand the potential of this deck?

Without lying, I have had opportunities that just by playing the "Black Worm Necromancer" I have filled the "battlefield". The BWN summons another BWN and this one brings to the field a "Golden Saint". Four creatures, at the price of one.

When the effect of the "Gravesinger" is activated, also the effects of invocation are activated?

Yes it is. For this same reason, and because of the above, it is that every attempt is made to use the greatest possible value in creatures: in this deck, every creature in the "graveyard" can be summoned again, and better not to Take without preparing!
Why have so many cards that "regenerate health" and have "absorption"?

Because this deck is slow. Very slow. In order for it to work, you must reach turn 6, or even a little more, healthier than your opponent: and in our "aggressive goal" is a complicated task.

15% of the cards in this deck depend on having "more health than your opponent". And this 15% can multiply, easily, if these cards go to the cemetery.

Please feel free to post your comments. You are welcome!

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1 Comment

I love the idea. Spellsword was my first deck and I am still looking for a fun way to play it and currently I am trying to build something familiar.

I would consider testing Praetorian Commander as it will definitely pay off if played 2x :) And maybe Close Call/Forsworn Guide to not need stuff to be dead?

And have you tried Soul Tear?
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