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deck-list-1369 Deck

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[Deck Tech] Action Aldmeri by NexGenRogue

3 [card]Lesser Ward[/card]
3 [card]Crown Quartermaster[/card]
2 [card]Execute[/card]
3 [card]Shadow Shift[/card]
3 [card]Awakened Dreamer[/card]
2 [card]Mad Dash[/card]
3 [card]Mournhold Traitor[/card]
2 [card]Shining Saint[/card]
3 [card]Shrieking Harpy[/card]
2 [card]Snake Tooth Necklace[/card]
3 [card]Stand Watch[/card]
3 [card]Wardcrafter[/card]
3 [card]Altmer Dragonknight[/card]
3 [card]Cornerclub Gambler[/card]
3 [card]Crushing Blow[/card]
1 [card]Cyriel[/card]
3 [card]Daggerfall Mage[/card]
3 [card]Dominion Battlereeve[/card]
3 [card]Manic Jack/Manic Mutation[/card]
2 [card]Swift Strike[/card]
2 [card]Cloudrest Illusionist[/card]
3 [card]Lightning Bolt[/card]
1 [card]Monk’s Strike[/card]
1 [card]Queen Barenziah[/card]
1 [card]The Black Dragon[/card]
1 [card]Ahnassi[/card]
1 [card]Ayrenn[/card]
1 [card]Brynjolf[/card]
3 [card]Gnarl Rootbender[/card]
1 [card]Abnur Tharn[/card]
1 [card]Sails-Through-Storms[/card]
1 [card]Thadon, Duke of Mania[/card]
2 [card]Mighty Conjuring[/card]
1 [card]Ancano[/card]
1 [card]Ayrenn, Dominion Queen[/card]
1 [card]Tazkad the Packmaster[/card]
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willpower agility
Aldmeri Dominion deck
75 cards
0 Lesser Ward 3

Lesser Ward

1 Crown Quartermaster 3

Crown Quartermaster

1 Execute 2


1 Shadow Shift 3

Shadow Shift

2 Awakened Dreamer 3

Awakened Dreamer

2 Mad Dash 2

Mad Dash

2 Mournhold Traitor 3

Mournhold Traitor

2 Shining Saint 2

Shining Saint

2 Shrieking Harpy 3

Shrieking Harpy

2 Snake Tooth Necklace 2

Snake Tooth Necklace

2 Stand Watch 3

Stand Watch

2 Wardcrafter 3


3 Altmer Dragonknight 3

Altmer Dragonknight

3 Cornerclub Gambler 3

Cornerclub Gambler

3 Crushing Blow 3

Crushing Blow

3 Cyriel 1


3 Daggerfall Mage 3

Daggerfall Mage

3 Dominion Battlereeve 3

Dominion Battlereeve

3 Manic Jack/Manic Mutat… 3

Manic Jack/Manic Mutation

3 Swift Strike 2

Swift Strike

4 Cloudrest Illusionist 2

Cloudrest Illusionist

4 Lightning Bolt 3

Lightning Bolt

4 Monk’s Strike 1

Monk's Strike

4 Queen Barenziah 1

Queen Barenziah

4 The Black Dragon 1

The Black Dragon

5 Ahnassi 1


5 Ayrenn 1


5 Brynjolf 1


5 Gnarl Rootbender 3

Gnarl Rootbender

6 Abnur Tharn 1

Abnur Tharn

6 Sails-Through-Storms 1


6 Thadon, Duke of Mania 1

Thadon, Duke of Mania

7 Mighty Conjuring 2

Mighty Conjuring

8 Ancano 1


8 Ayrenn, Dominion Queen 1

Ayrenn, Dominion Queen

9 Tazkad the Packmaster 1

Tazkad the Packmaster


Last Gasp7
Treasure Hunt0
To The Elder Scrolls: Legends: Export to The Elder Scrolls: Legends To BBCode: Export BB Code File BB Code:
By: NexGenRogue
View other Decks by NexGenRogue
Posted: 7 months ago
Updated: 1 month ago
Up to date (Oblivion patch)
Crafting Cost: 28250crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.


Action Aldmeri


Deck Code:

Action Aldmeri is a tempo deck built around the use of actions as a source of card advantage through creatures that benefit from the use of actions such as Altmer Dragonknight and Manic Jack or generate them like J’zargo and Astrid. Action Aldmeri teaches you how to balance the immediate value of actions with the cummulative value of creatures. Action Aldmeri is a great deck for those that like to always be prepared and like to feel like they have control of the game without giving up aggression.

Core Cards
When I was making this deck, the working title was 3-drop tribal as the following core cards are mostly 3 drops.
Altmer Dragonknight – This card will often eat removal so fast and for damn good reason. Altmer’s easy to trigger ability makes it a one man army and you can sometimes run away with it alone.
Cornerclub Gambler – Cornerclub Gambler brings so much gas to this deck, the high cycling capabilities of the deck make for more consistency in a deck loaded with silver bullet one-ofs.
Cyriel – A large majority of the cards in this deck are 3 or less making the next draw more often than not free but the curve-toppers having their cost reduced can be devastating to an opponent without a timely answer.
Daggerfall Mage – a staple of many blue Midrange/Control decks, DM is great value and provides good cycling in the Tome of Alteration it generates.
Dominon Battlereeve – This card is rarely a bad top deck since it oozes so much value; Battlereeve provides reach, health, and a threat.
Gnarl Rootbender – I love this card, a total value engine, Rootbender is a great threat in almost any matchup. often times your high density of cantrips allows you to draw into more threats or it’s strong body and ability makes it a great curve-topper in a more aggressive situation.
Manic Jack – A polarizing card, Manic Jack has some great support that has strong synergies with Rootbender. Manic Jack adds to the threat density and adds additional value to cards like Wardcrafter and Stand Watch.

Early Game (Turns 1-5)

Cards to Mulligan for:
Crown Quartermaster – Good opener and a solid solid turn-1 to contest the field lane.
Execute – Limited to a two-of due to poor scaling, execute can be a great opener versus aggro and can be quite useful late game when paired with Saint or Illusionist
Awakened Dreamer – Awakened Dreamer is a solid early 2-drop that scales well into the mid-late game that this strategy can dominate in.
Wardcrafter – An excellent follow up to Quartermaster, Wardcrafter has the added benefit of allowing trades with lethal creatures alongside buffing Manic Jack.
Mournhold Traitor – Solid early drop, Traitor can take over the field lane early with minimized downsized due to the high density of cards that trade well.
– Any of the core 3-drops – They’re your biggest threats and most of the cheaper cards pave the path for them to attack or add to their resilience.

Early turns can make or break the game, identify your opponent’s strategy and play accordingly. Versus aggro, fight for the field lane and prepare for them to evacuate into the shadow lane. Once they’re lower on resources begin to build your board so you can pivot into the aggresor. Versus Midrange, do your best to force poor trades for your opponent and out grind them in value, midrange matchups can be very fun as it feels like “classic TESL” gameplay. Lastly, versus control, prepare to hit the ground running, they’re gonna be clammoring for Ice-Storm and prophecies and the lower you get them the easier it is for you to finish them off with your burn cards like Crushing Blow and Lightning Bolt.

Mid-Game (Turn 6-11)
The mid game can vary greatly depending on your opponent. Versus Aggro, you should be shoring up defenses and preparing to pivot into the aggressor once they run out of resources. Versus Midrange you can often tell if you’re able to out value them, a stronger board and higher card count can help bring the game to a favorable close. Every turn versus Control is only giving them time to stabilize, by now you should have them low and have some burn in hand to finish them off, otherwise you’re unlikely to maintain control of the game.

Late-Game (Turn 12+)
Often times you’re here because it took longer to stabilize or finish off the opponent. Though you’re less favored the longer the game goes if you’re unable to keep up in value, be patient and play for the turn if you choose to continue. Sometimes all it takes is a single rune break or a timely top-deck to close the game.

Tips and Tricks
– Completed Contracts are actions and trigger Altmer Dragonknight and Ayrenn, Dominion Queen. EDIT (Astrid Brotherhood Slayer have been cut for Cornerclub Gambler and Cyriel as the cycling can be much more useful that a possbile ramp 1)
Stand Watch and Wardcrafter‘s ward help narrow down the keywords that Manic Jack can gain if you’re trying to get a specific keyword such as charge, drain, or breakthrough
Shining Saint and Stand Watch Stand Watch can be used to contest the shadow lane as the former removes cover and the latter can give an opposing creature guard. This can seriously mess with your opponent’s combat math.
Dominon Battlereeve can be sacrificed when the lane is full and allows for some reach.

Closing Thoughts
New set, new brews. Action Aldmeri is a love child of two of my previous brews in Manic Mage and Jacksassin and I’ve been quite pleased at the level of success I’ve been able to find with the new found color combo and I hope you guys enjoy this build as much as I have.

Updates: Astrid has been taken out in favor of Cornerclub Gambler and Cyriel
Astrid/Brotherhood Slayer – Cards with an established history in many green decks, the contracts are actions in their own right and the mana can help enable Manic Jack and Gnarl Rootbender with other cantrips.

Other Guides:

– How to Build a Deck – A Brewer’s Guide:

– Self-Harm Warrior:

– Stat Slay Scout:

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Mr colos 7 months ago
Upvote just for shining saint, but i would add a couple execute

1 Reply
NexGenRogue 7 months ago
Haha, Saint is underrated. As of right now, I’m not sure if Execute is good enough without support with Cloudrest illusionist.

Noguy5 7 months ago
How do you feel about Abecean Navigator? It’s a nice aggressively statted two drop that increases your odds of getting your useful actions.

1 Reply
NexGenRogue 7 months ago
Navigator, even at full value, is still underwhelming.
The chances of getting full value is 33% (22+3 Manic Mutation) so it’s less than a coin flip to draw a card. Even if you draw a card, the creatures make this deck tick while the actions enable them. Navigator could place key creatures to the bottom when you might need them.
Overall I don’t like the card outside of maybe Burn Assassin. Hope that helps!

kayahaze 7 months ago
Great helpful write up thanks

1 Reply
NexGenRogue 7 months ago
Thank you for reading it, I’m glad you enjoyed it!

Added 2 descendant of alkosh
Replaced j’zargo for Lydia ( love her for extra guard coverage )
Replaced dagger fall mage w Haafingers.

Still plays very well. Finally hit legend. I’d stalled a bit.

1 Reply
NexGenRogue 7 months ago
Congrats on hitting legend! The replacements are better befitting a midrange strategy than a tempo one but they’re excellent for keeping the aggression.

NexGenRogue wrote:
Congrats on hitting legend! The replacements are better befitting a midrange strategy than a tempo one but they’re excellent for keeping the aggression.

Thanks NGR. Was just suggesting what I’d done. Your original was just as good as is. I wouldn’t have changed up if I’d had the cards. Smile.

forseeker 7 months ago
Don’t know people keep upvoting this deck, It sucks really bad. A lot of dead draws doing jack shit.

2 Replies
NexGenRogue 7 months ago
Sorry to hear you haven’t done well with it, the deck can be fragile when you draw the wrong portion or draw your deck in the wrong order. But hey, that’s variance for you. I hope you give it another shot cause I’ve gotten good feedback on it and the tempo playstyle isn’t very common in TESL.

forseeker 7 months ago
Nah, I gave it more than enough chance, went to snake with it.

NexGenRogue 6 months ago
forseeker wrote:
Nah, I gave it more than enough chance, went to snake with it.

Sorry to hear that it wasn’t as successful for you, I hope you find a deck that better suits your style.

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