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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
Daggerfall Mage (Tremendous utility, usable in various decks)
Supreme Atromancer* (Midrange/control)
HIGH
none (No individual impact)
MEDIUM
Renowned Legate*
Dawn’s Wrath
Auroran Sentry
Descendant of Alkosh
Miraak, Dragonborn
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*
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)
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