Table of Contents
Midrange/Control Shackle Legendary Kinda
3 Arrow in the Knee
3 Brutal Ashlander
1 Ungolim the Listener
3 Goblin Skulk
3 Shrieking Harpy
3 Thieves Guild Recruit
3 Cunning Ally
2 Daggerfall Mage
2 House Kinsman
3 Dres Tormentor
3 Elusive Schemer
3 Fire Storm
3 Lightning Bolt
2 Giant Snake
3 Leaflurker
1 Winter’s Grasp
2 Fate Weaver
2 Ice Storm
1 Indoril Archmage
1 Tazkad the Packmaster
Midrange/Control Shackle Legendary Kinda
3 [card]Arrow in the Knee[/card]
3 [card]Brutal Ashlander[/card]
1 [card]Ungolim the Listener[/card]
3 [card]Goblin Skulk[/card]
3 [card]Shrieking Harpy[/card]
3 [card]Thieves Guild Recruit[/card]
3 [card]Cunning Ally[/card]
2 [card]Daggerfall Mage[/card]
2 [card]House Kinsman[/card]
3 [card]Dres Tormentor[/card]
3 [card]Elusive Schemer[/card]
3 [card]Fire Storm[/card]
3 [card]Lightning Bolt[/card]
2 [card]Giant Snake[/card]
3 [card]Leaflurker[/card]
1 [card]Winter’s Grasp[/card]
2 [card]Fate Weaver[/card]
2 [card]Ice Storm[/card]
1 [card]Indoril Archmage[/card]
1 [card]Tazkad the Packmaster[/card]
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Assassin deck
Mid-Range
3 | 7 | 9 | 7 | 12 | 6 | 4 | 2 |

But yes, surprisingly I climbed from around mid to low 400 up until around 70 so far. My winrate was something like 20-3 or so, but since I don’t track my games and just used the profile matchhistory for reference this is more of an educated guess than solid proof.
Mulligan is fairly straight forward, look for the early drops 1-3 and Firebloom just in case. I usually keep Dres Tormentor too since that’s pretty much what the whole deck revolves around.
The idea of the deck is to basically get tempo around midgame with the massive removal options, but it’s still important to play slightly greedy and rather take a bit more face dmg for a perfect clear next turn than throw out aoe too early. For me it’s perfectly normal to drop to around 10 to 15 health before I can swing the board. However, at the same time don’t try to hold onto shackle cards for the dream combo all the time. Often you just have to throw out a Shrieking Harpy or Giant Snake to stop the onslaught and stall.
Once you got board (and hopefully good card advantage) keeping the board clean with shackles, aoe and stall to prevent him from ever coming back. Lots of card draw and efficient removal makes that easy imo.
Also, trust in Ashlander. When you draw him mid or late game it’s often better to keep him in hand until you can combo him with aoe for massive dmg.
Goblins Skulk is another card I’d point out, very strong I think. Safely drawing into Firebloom as well as the potential unlimited chain with Elusive Schemer is super fun. Often I try to play it together with a bigger minion and bait removal for the other to get the Skulk chain going.
But yes, it’s a fun deck imo though definitely wants more finetuning, still, would love to hear feedback if anybody likes Shackles too. ^^
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