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22 Comments
As things feel more settled down currently, you can view them in the list now.
Most of your list is pretty spot on though there are one or two cards I feel you could bump up or down.
First, Haafingar Marauder. It should seriously be High Tier. It’s an amazing card for Aggro and Midrange and can easily make a turn 7 assault on the opponent’s HP pool a turn 8 victory. It’s one of the cards that’s been on the dev’s watch list for quite a while though it’s play has dropped since open beta.
I feel like you have Ungolim the Listener overrated as he’s not without drawbacks. In aggro decks he isn’t worth the card slot because you’re so unlikely to see an Assassin even by turn 12 and if it’s turn 12 and you’re playing a real Aggro deck in Legends you’ve likely lost. I do play him in Control decks for sure but anything that isn’t specifically looking for card advantage and a 20+ turn win should really contemplate playing him. Additionally, if you’re down on the board and top-decking for answers he’s never the card you wanna see.
Lastly, Night Talon Lord. I’d also put it in the High tier section. It’s definitely competitive with Blood Magic Lord if not my preferred option due to higher stats and Drain. I feel like Night is the default with the most versatility where Blood fits some deck Archetypes better (namely Ramp decks). They’re both amazing enders.
Finally, Neutral cards:
HIGH
Odahviing A staple of Control decks and workable in most Mids.
MEDIUM
Mundus Stone Works well in tons of decks, just not necessarily Aggro/Tempo.
Goldbrand An amazing Control tool that’s often overlooked. Mage, Spellsword, Archer, and Scout can all benefit from this card.
LOW
Orb of Vaermina It’s a slow card with a generous amount of RNG. However, it can be the deciding play in a slower deck as it’s a card draw engine.
Wabbajack Did I ever tell you about the time I Wabbajack’d my opponent a game-winning Iron Atronach? It’s also pulled me out of a pinch and eaten a few items as well.
Adoring Fan Annoying little bugger. I’ve lost a game or two on a lucky respawn but he’s generally a dead card in your hand.
Isn’t Miraak in basically every control mage list? Doesn’t seem that weak.
Also I think Necrom Mastermind is underated and should be high value. In the right deck, he is the best card in the deck.
LEVEL.8
HIGH tier cards are the strongest individual crafts, especially if you are new to the attribute and don’t have many supporting cards.
MEDIUM tier cards require more synergy from other cards.
LOW tier cards are very niche in comparison and require full deck synergy.
Cards marked with an asterisk * are granted to you for free (1 copy) via level up rewards.
Blood Dragon (Versatile in Aggro/Midrange Archer & Crusader)
Vigilant Giant* (Solid Midrange closer)
MEDIUM
Reive, Blademaster
Dremora Markynaz
Volendrung
Relentless Raider
Daggerfall Mage (Tremendous utility, usable in various decks)
Supreme Atromancer* (Midrange/control)
MEDIUM
Indoril Archmage
Divayth Fyr
Nahkriin, Dragon Priest
LOW
Mentor’s Ring
Staff of Sparks
HIGH
none (No individual impact)
MEDIUM
Renowned Legate*
Dawn’s Wrath
Auroran Sentry
Descendant of Alkosh
Miraak, Dragonborn
LOW
Dawnbreaker
Haafingar Marauder
HIGH
Tazkad the Packmaster (Undisputed value, gold standard versatility)
Ungolim the Listener (Early tempo with added late game value)
MEDIUM
Necrom Mastermind
Quin’rawl Burglar*
LOW
Thieves’ Den
Nest of Vipers
Spider Daedra
HIGH
Lucien Lachance (Makes the cut whether token or value based deck)
Nahagliiv (Control staple)
Blood Magic Lord* (^)
MEDIUM
Black Marsh Warden
Bone Colossus
Iron Atronach
LOW
Night Talon Lord*
HIGH
General Tullius (The midrange/control token style decks take advantage of this effect making it extremely synergistic and vital for the Spellsword class)
Ayrenn (The most action heavy decks reside in the Mage class, Ayrenn enables card efficiency and combo turns while fueling a win condition in Lillandril Hexmage)
High King Emeric (Fills the notable 6 drop void for Sorcerers in addition to providing target damage for the ward heavy minion-trading class)
MEDIUM
Ahnassi (Covers the main weakness of Monk decks which is Guard/Ward spam but just misses High prio because the true workhorse in Monk decks is Master of Thieves, Ahnassi is the icing not the cake)
Red Bramman (The control heavy Scout class has several options at 7-9 Magicka and the effect is potentially swingy if landed on 2+ targets)
Queen Barenziah (This card has a very swingy effect and can actually turn games if used correctly. Assassins have the best Last Gasp synergy in the game and it isn’t an issue to get 2+ minions to stick)
Gortwog gro-Nagorm (Surprisingly a good addition to Warrior decks which are generally Aggro/Midrange in nature as of now, snowballs board power and demands removal)
LOW
Merric-at-Aswala (Highly volatile, boom or bust. The issue is landing this on the right board state – on Turn 7, Battlemages generally don’t have a way for making things stick, but the card has potential down the road)
Tyr* (Very standard, it won’t make or break the Crusader decks, there are many other options if not included; there’s a reason why this one is free folks)
Allena Benoch (A cool card with an interesting effect, the problem is that Archer has absolutely no need for it in the current state, especially with something as dominant as Triumphant Jarl)