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deck-list-1571 Deck

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Masochistic Self-Mill

3 [card]Nord Firebrand[/card]
1 [card]Ashlander Zealot[/card]
3 [card]Rapid Shot[/card]
2 [card]Sharpshooter Scout[/card]
3 [card]Barrow Stalker[/card]
3 [card]Wind Keep Spellsword[/card]
3 [card]Aundae Clan Sorcerer[/card]
3 [card]Dark Guardian[/card]
1 [card]Hlaalu Sharpshooter[/card]
1 [card]Mummify[/card]
2 [card]Necromancer’s Amulet[/card]
3 [card]Raiding Party[/card]
3 [card]Skaven Pyromancer[/card]
3 [card]Dushnikh Yal Archer[/card]
2 [card]Earthbone Spinner[/card]
1 [card]Fell the Mighty[/card]
3 [card]Namira’s Shrine[/card]
3 [card]Disciple of Namira[/card]
1 [card]Underworld Vigilante[/card]
2 [card]Cradlecrush Giant[/card]
3 [card]Doomcrag Vampire[/card]
1 [card]Journey to Sovngarde[/card]
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Treasure Hunt0
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To The Elder Scrolls: Legends: Export to The Elder Scrolls: Legends To BBCode: Export BB Code File BB Code:
By: Warriors7
View other Decks by Warriors7
Posted: 1 year ago
Updated: 1 year ago
Outdated (MantikoraNerf patch)
Crafting Cost: 15050crystal-7196632
Missing Soul Gems: Add your collection to see the soul gems you are missing.


*Update: Since I’ve seen a lot of people misplaying this deck and giving it unfair judgement, I made a more detailed guide under deck discussion in my discord:

Changed a few cards to make it better against midrange – grahtwoods were cut because there’s not much need to clear journey + conscription anymore.

General Strategy:

Control deck using journey as its win condition, using Firebrands in conjunction with Namira and Doomcrag as its engine. With all the ping effects and guards, it should control aggro quite well. It can steamroll control if it gets 1 or 2 engines going, but may struggle against tall greedy decks when it does not draw Doomcrag or any engines. Versus other journey decks, I believe this deck is able to cycle the fastest, and having 6 Namira draw engines makes the card draw quite consistent. Against midrange it is very tricky to play, often needing to take risk by playing Shrine or Amulet or turns where you want to remove creatures.

Use firebrands carefully – they are vital as they are your card draw and removal. If you expend them too leniently, you may run out of removal/draw. Once you have a shrine going, the name of the game is to draw, draw, draw. Hold key resources such as Doomcrag and pings, but don’t be afraid to dump cards for 0 value or even killing your own creatures. With 2 shrines out, playing 3 cards out means drawing 3 cards. Other nuances I learned with Namira’s Shrine was to not have 3 in play if your hand is full, and if your hand is empty, don’t play it until you can combo it. If you have a full hand and don’t have Journey in hand, discard your bad cards and preserve your removal. However, once you have your key resources such as Doomcrag in hand, amulets and shrines on board and most importantly, Journey in hand, feel free to mill yourself!

See also  Deck List


t3 Raiding Party -> t4 Namira Shrine double tokens
Doomcrag + Firebrand/Ping effects as hard removal
Namira + Firebrand and sacking own creatures for massive card draw

Once you have milled yourself to 0, Journey + Namira + 0 cost creatures/Firebrand for OTK potential

Card Choices/Replacements:

Vigilant Giant: It serves as a stalling tool and value card against midrange and control, but could be cut. You could also add another Giant if control is dominant. Might replace with another Viglante.

Stormcloak Vanguard: Useful at times, but can get clunky. Wind Keep can be a good replacement to fight for early board.

Tullius Conscription: Win more, but its fun and you can include it. It can help thin your deck to find journey, but often times you will struggle to clear your own board to set up a full conscription. A Namira serves as a Conscription once you journey after 0 cards anyways.

If you want to watch some experienced gameplay with this deck, you can hang out at my stream or watch vods:

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OP deck, only going to play this until it gets nerfed.

1 Reply
Glad its working for you! Don’t want to play any mirrors though

Cool deck! What is the ideal opening hand in your opinion?

1 Reply
I always keep raiding party and dark guardian. Against control you want your namiras. Aggro/midrange: skaven and guards

Suenami 1 year ago
Fantastic deck but pretty difficult to pilot for an old man ° . Took me about 10 games to get used to it and if i dont count them in im 17-2 so far with it in lower ranks though . I might try some subs for the firebrands…maybe windkeep ? And yes i know they r needed for draw it just feels so bad .

1 Reply
Glad you’re finding success with the deck! The deck does have a learning curve. Firebrands are very good in this deck – Wind Keeps are solid, but you should probably replace them for Stormcloak Vanguards.

Thanks for the post Warriors, forgot to +1.

Renegade10 1 year ago
I see this a lot on the ladder.. someone must be promoting it. It’s hard to counter if you play slow and let it draw out, but easy to rush it for the win because it has no early game. I tried it myself and lost quite a bit. In any case I’ve seen what it can do. I made an Alduin Archer just to counter the new meta Journey decks. I feel it is superior because it covers all stages of the game, it can beat mid sorcerer/ warrior with a good draw. Currently top 50 with it

1 Reply
It is a nightmare for any reasonable control deck that doesn’t run support removal – the deck is designed to have the best late game and the best way to reach its late game. It’ll probably push normal control decks/aggro decks out and promote more midrange or insanely greedy decks to counter it. However I think the difficulty of playing this deck and its tendency to have bad draws will restrict it from becoming too popular or too overpowered.

In my opinion this deck is the best one currently in the game. It doesn’t have a straight counter and can beat anything. Yes, sometimes you can’t find your drawing engines against control or doomkrags against aggro and midrange but more often you will because it’s so wisely designed that most of the times you should find them.

See also  Deck List

But of course it isn’t that unbeatable. Personally I played against it like 5-6 times and lost only once when I was pretty unlucky to hit last prophecy Grahtwood Ambusher which prevented me from killing my opponent.

The best way to counter it is to rush it down. Keeping your tools for dealing with doomkrags, namiras (key cards of the deck). And most of the time you should push your opponent through shadow lane but keeping in mind that your opponent can clear it with doomkrag+ambusher, or doomkrag+piro if he needs so. You should avoid trading as much as possible except into cards which I mentioned before. Though of course there will be situations where you should play around candycrush for example and sacrifice one of your creature preventing full clearing. Definitely it can be countered by other ways: memory Wraith, combo decks which managed to find their combo first or support removals plus cast into time namiras at the same time but it’s more unlikely.

No doubt that this version of Warriors7′ is close to the best one but I risked to make a couple of changes. I removed 1 vigilant giant and 1 skaven pyromancer and added 2 copies of Fell the Mighty. If the first one quite replaceable I’m pretty sure that pyro is considered as a crucial one. But I think that running 2 copies is OK. You can barely imagine a situation when you desperately need a pyro but not having an efficient removal for a big creature in a certain situation can cost you a game. Maybe it’s wrong but for me it works and there were a couple of situations when Fells won me the games.

See also  Deck List

I also experimented with adding more Underworld Vigilantes because it allows you to control shadow lane more efficiently what is very important for this deck but replacing Grahtwood Ambusrhers seems wrong because clearing full lane with doomcrag is too powerfull and not having such a combo makes your deck weaker on the distance.

Summing up I would like to thank Warriors7 for creating this deck which definitely already has influenced meta. The deck has it’s own style, a clear gameplan and a win condition. TESL hasn’t seen such powerful decks for a long time.

1 Reply
excellent comment and review, thanks!

kvorum 1 year ago
Just a quick question on this:
“If you have a full hand and don’t have Journey in hand, discard your bad cards and preserve your removal.”

Is there a way to choose which card to discard? To me it just seems like you don’t draw the 11th card. Am I missing something?

1 Reply
By discard I meant play out your bad cards so you don’t over draw the 11th card.

lonelywulf 1 year ago
not fun to have this deck as an opponent irritated-7256496

Been having a blast with this monster, i also took out the vigilant giant and added another underworld vigilante.

The amount of rage quits you get once they realize whats going on is amazing.

SzGamer227 1 year ago
I’m surprised that Cicero the Betrayer is nowhere to be seen. Milling cards and sacking friendly creatures are both things that he excels at.

1 Reply
He’s too slow of a card, it’s a win more to an extent. However if you’re facing alot of control, he could be a good tech choice.

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