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Blood Warriors – WEEKLY DECK – Shadow Shifter
3 [card]Caravan Enforcer[/card]
3 [card]Daring Cutpurse[/card]
3 [card]Gloomlurker[/card]
2 [card]Grand Ball[/card]
3 [card]Mournhold Traitor[/card]
1 [card]Suran Pawnbroker[/card]
3 [card]Cornerclub Gambler[/card]
3 [card]Dune Smuggler[/card]
3 [card]Eastmarch Crusader[/card]
3 [card]Penitus Oculatus Agent[/card]
2 [card]Shadowmaster[/card]
3 [card]Cloudrest Illusionist[/card]
1 [card]Dawnbreaker[/card]
1 [card]Hidden Trail[/card]
2 [card]Hive Defender[/card]
3 [card]Monk’s Strike[/card]
1 [card]The Black Dragon[/card]
1 [card]Ahnassi[/card]
3 [card]Cliff Racer[/card]
1 [card]Divine Fervor[/card]
2 [card]Haafingar Marauder[/card]



Monk deck
Aggro
0 | 3 | 15 | 14 | 11 | 7 | 0 | 0 |
Prophecy | 9 |
Pilfer | 3 |
Drain | 3 |
Charge | 3 |
Last Gasp | 3 |
Guard | 2 |
Plot | 1 |
Slay | 1 |
Lethal | 1 |
Treasure Hunt | 0 |
Ward | 0 |
Wax | 0 |
Wane | 0 |
Betray | 0 |
Regenerate | 0 |
Invade | 0 |
Exalt | 0 |
Breakthrough | 0 |
Rally | 0 |
Assemble | 0 |


The Blood Warriors Guild would like to apologise for the wait and the missing of the past two weeks decks. This was due to the new client arriving and the incidents good and bad it has caused. With any luck and a lot of good intentions, these decks should be submitted weekly once more.
Starting this week, we are trying to provide you all with a deck for each class that is fun and able to climb the ladder. Monk was voted on by the Guild, so Monk we shall provide! The idea of “Move” Monk was present by Savos_Aren and SirCalmness, thanks to you two this deck was born.
The Deck:
The goal of the deck is to stick creatures that will deal consistent damage and keep them alive to deal more damage by utilising the movement cards and the cover cards available. Guild members have used this list to steadily climb the ranks of 5-2 and conquered top 50 legend players.
General Strategy:
We want our early game snowball cards in our opening hand; cards like Daring Cutpurse, Caravan Enforcer, and Mournhold Traitor. With any of these in hand Dune Smuggler becomes invaluable at getting your movement off to a powerful start. We also have a stealth package to prevent value trades and enable future turns to be planned. The way this deck wins is by protecting its snowball cards and forcing bad trades, when this fails we simply avoid the creatures the enemy plays. You might say we win if we “Protect and Swerve.” (I’m not sure if I’m sorry or not)
Movement Package:
Shadow Shift – Move and Draw.
Caravan Enforcer – Synergy with Moving.
Grand Ball – Incredibly powerful if used with one or more Dune Smuggler‘s on the board.
Dune Smuggler – Exponentially increases the power of the movement cards.
Monk’s Strike – Move and Drain to push that final stretch or trade and heal.
Stealth Package:
Gloomlurker – Handy for denying a trade and trading with an annoying body.
Shadowmaster – An underrated card, protects from trading and single target removal. Consider holding onto it until you know they need to remove something.
Hidden Trail – Buffs your creatures and makes it harder for your opponent to trade.
Impactful Cards:
Cornerclub Gambler – Amazing value if the effect goes off. Be careful about the timing of this card against the more controlling decks, and against aggressive lists play it into shadow to prevent trading.
Penitus Oculatus Agent – Devastating on any creature with two or more keywords. Also lets you pass through a guard creature without any worry.
Dawnbreaker – Insanely good against Endurance decks running any vampires or other undead. Also provides a creature with 4 additional attack power for added reach.
Ahnassi – A bigger and better Penitus Oculatus Agent. Great for dealing with drain and guard cards that are going to bring them away from lethal range.
Cliff Racer – 4 reach from hand shouldn’t be underestimated. Play it into a guard-less lane to punch face easily.
Creature Buffs or Hard Removal?
Depending on what you keep running into this choice can make all the difference, Haafingar Marauder or Piercing Javelin.
Haafingar Marauder – Incredible in a deck that lets you avoid guards and break runes constantly. Your creatures get larger and harder to deal with.
Piercing Javelin – Sometimes your opponent plays Vivec or has too many things that will prevent you from winning. That’s where these guys come in.
Screenshots:
The Blood Warriors as a guild wish you all the best with your games! Have a great laddering experience and remember to have fun! Get ready for another list next week.
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19 Comments
I just noticed an error in the decklist, I have fixed it but you might be able to run 2 Suran Pawnbrokers in place of the missing 2 Mournhold Traitors.
That said, it might also be a case of deck unfamiliarity where the more you play the more the nuances of the deck make sense.
Sorry this message doesn’t help much.
That said, it might also be a case of deck unfamiliarity where the more you play the more the nuances of the deck make sense.
Sorry this message doesn’t help much.
I had the same problem yesterday with the Slay/Pilfer deck though i find it easier to play than this deck, but being a complete beginner i still cant work out what deck to stick to.
That’s my weakest area at the moment. Is there a good guide anywhere on learning and identifying the kind of decks you are facing. As the Meta is always changing that would be a good skill to have. As always thanks for taking the time to make the decks and answer any questions always greatly appreciated.
Look at the deck combo and think about how those decks typically play. This may seem obvious, but try to think about decks that are commonly run within that class. Is your opponent a Warrior? Maybe they’re running Orcs or an item based deck. Crusader? Be ready for aggro. Hlallu is going to flood the field, Tribunal will run control, Dagoth is going to have a bunch of keywords, etc.
Beyond that, think of the individual cards from each class you typically see no matter what. The most obvious example, I think, is that any class running Intelligence is going to have lightning bolt. You can similarly expect to see Crusader’s Assault in Crusader decks, Piercing javelin In Willpower decks, you get the idea.
My final piece of advice is recognize what type of deck your opponent has based on what cards they play, and how they play them. If your opponent drops relentless raider and a nord firebrand on turn 1, they’re going to aggro the fuck out of you. If they’re just immediately killing anything you put on the field? Control. Similarly, if an opponent hits you with a card like Leaflurker, it’s probably safe to assume they’re running a deck that preys on wounded creatures.
I hope this was helpful, I feel like some of it might be obvious, but I feel like I snuck some wisdom in there somewhere.