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Morrowind aggro Archer (~80% legend WR) W/ Guide
3 [card]Dagoth Dagger[/card]
3 [card]Morag Tong Aspirant[/card]
3 [card]Sarethi Scion[/card]
1 [card]Bone Bow[/card]
3 [card]Circle Initiate[/card]
3 [card]Mournhold Traitor[/card]
3 [card]Protector of the Innocent[/card]
3 [card]Cornerclub Gambler[/card]
3 [card]Goblin Skulk[/card]
3 [card]House Kinsman[/card]
3 [card]Morkul Gatekeeper[/card]
1 [card]Swift Strike[/card]
3 [card]Withered Hand Cultist[/card]
2 [card]Alik’r Survivalist[/card]
2 [card]Ash Berserker[/card]
1 [card]Reive, Blademaster[/card]
3 [card]Cliff Racer[/card]
2 [card]Underworld Vigilante[/card]
2 [card]Sharp-Eyed Ashkhan[/card]
Archer deck
Aggro
3 | 9 | 10 | 16 | 5 | 5 | 2 | 0 |
Prophecy | 9 |
Charge | 8 |
Guard | 6 |
Last Gasp | 6 |
Pilfer | 3 |
Slay | 3 |
Breakthrough | 3 |
Rally | 3 |
Plot | 2 |
Treasure Hunt | 0 |
Wane | 0 |
Wax | 0 |
Ward | 0 |
Regenerate | 0 |
Lethal | 0 |
Betray | 0 |
Drain | 0 |
Exalt | 0 |
Invade | 0 |
Assemble | 0 |
The deck takes some finesse to play, especially knowing what to discard for Gambler and setting up Ashkhan turns when necessary.
Withered Hand cultist is a 100% keep in the mulligan if you suspect a control player.
With ring, your best start is skulk or traitor on 2 into Gambler on 3. Without ring, having a 1 drop really helps (i usually mulligan pretty hard for them without ring).
Stacking the field lane is usually the best strategy for this deck. It allows you to make more favorable trades in the early game due to having initiative for attacking. Cards which punish filling 1 lane will rarely be an obstacle, because they all have high cost (firestorm is the main exception, but not many players run this card right now).
This deck can face race pretty well against anything except prophecy battlemage. I have found against prophecy BM, It is the one match up where I play more of a control style. Orc warrior can also be difficult to fight against with this deck, and it mostly comes down to each player’s draw. What I like about this deck, however, is how much more consistent it is at beating control and midrange compared to prophecy BM and Orc Warrior – at least in my experience.
If you have any questions about strategy or card choice, let me know! I’ll be happy to help.
Enjoy the SMOrc
Cornerclub Gambler
The draw engine this card proves is excellent for this deck. The key to playing her effectively is to discard a card which will have minimal impact on the game, so you’re not upset if she’s removed. Daggers from Alik’ir Survivalist are an excellent discard later in the game, while nord firebrands or clunky 2 drops are often the call for early game.
Alikir survivalist
probably the weirdest choice, because there isn’t that many weapons in this deck. The main reason I have been loving him is there he synergizes with serveral different cards in the list. The dagger can be used to sac for Gambler draw, bring a 4 attack creature to 5 for Ash Berserker draw, or used to plot Ashkhan on turn 6-7. Or for when it’s time to fight!
Sharp-Eyed Ashkhan
Yet another insane card draw engine for this aggro deck. Works much better than Jarl in my experience for this deck, due to the extra card draw and 2/2 more stats. Also very easy to trigger with this deck if you are careful with saving low cost cards.
Ash Berserker
This card can be difficult to utilize on curve, but it feels oh so good when you do. There are many activators, like daggers, Morkul Gatekeeper, and items. I’ve been going between running 2x and 3x of these, because having more than one in hand can be clunky.
House Kinsman
Surprisingly good closer against control players. The ability for this card to represent 3 damage unless silenced puts a lot of control players in a rough spot. Sacrificing these in a full lane by playing low cost creatures can also create great burst. This card is also amazing against other aggro matchups to keep your life total above theirs.
SIDEBOARD
Will keep updated as I refine
Steel Scimitar and Improvised Weapon
The 3 early game red weapons (Scimitar, Weapon, and dagger) are all extremely close in powerlevel. The decision of which to run largely comes down to the choice of 4-drop card draw. With Aela’s Huntmate instead of Ash berserker, Steel scimitar probably pulls ahead. With 3x ash berserker, improvised weapon become a lot better (allows for 5 attack berseker on turn 4, or ashkhan triggering on turn 5-6). Play around will all of them and see which you like the most. I would suggest not changing the ratio of weapons to creatures, however.
Aela’s Huntmate
This card is an alternative to Ash Berserker. Aela’s will be much easier to pull off, but doesn’t represent a threat which much be removed by your opponent. If you decide to run huntmate over berserker, I would likely switch daggers for scimitars and possibly drop Alik’r survivalist all together.
Earthbone Spinner
Very useful card. Since our colors only have access to 3 realistic silence choices (bone bow, earthbone spinner, and hlaalu sharpshooter), i recommend playing around with all 3 to see what fits. The main reason I use bone bow most of the time is the similar synergies I find Alik’r Survivalist useful. If you decide to ditch the Survivalist/Berserker package in favor of Huntmate, I recommend using Earthbone Spinner over bone bow as well.
Orc Clan Captain
Excellent card for pushing extra damage and securing early game trades. The central reason he isn’t in the list is due to the power of our 2 drops. Traitor or Circle initiate are probably the best replacements if you want to run him. He’s also amazing at bringing ash berserker to 5 attack on turn 4 for draw.
Garnag
He’s becoming more and more reasonable to run in this list, especially with the existence of the Nix-Ox combo deck. The fact that this card alone can ruin their combo (as well as Withered Hand Cultist), makes him an excellent card if you are up against the Nix-Ox deck often. Reive is the easiest replacement, or cutting Ash berserker/alik’r survivalist for Huntmates and Garnag can work too.
Tazkad
The inclusion of Tazkad will require a deep understanding of match ups and the limitations of the deck. If you are living to turn 9 more than 50% of games, then Tazkad may be a worth inclusion. What I’ve found in the small amount of games which go to turn 8 or 9, is that Tazkad wouldn’t necessarily be a better draw than any other charger. With Tazkad, Ashkhan probably also needs to be replaced with Jarls.
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16 Comments
Couple of questions:
-Do you feel the Mournhold traitor tokens are difficult to get rid of without a card like skaven pyromancer?
-Would Awakened dreamer be worth considering? If you consistently have 5 power for Ash berserker, this seems like a very strong 2 drop.
-What is your opinion on Garnag and Tazkad?
-Underworld vigilante always feels like a subpar Cliff racer to me, but those charge creatures are so important to close out the game. Are any of the other chargers worth considering? (Candlehearth brawler, Battlefield scrounger, Wood orc if you can fit in more orcs)
Awakened dreamer could definitely be good, but I’d argue that would start pushing the deck into midrange. I used to run deranged corprus, and with those, awakened dreamer has potential to fit aggro perhaps.
Garnag – game should be over before 8 mana ideally, so I usually just include him in aggro decks if I’m happy with a 4/5 Breakthrough for 5. Ofc, that still an excellent body, so he definitely shouldn’t be ignored. His mana restrictions works best against unstoppable rage. Tazkad, on a similar vein, should never have the chance to be played ideally, as this deck is trying to close out a game turn 5-8. He’s obviously the best 7+ drop for the deck, If you want to throw him in.
Underworld is there simply for the charge damage. Perhaps things can be changed around for Wood Orc Headhunter, but that would change the deck pretty dramatically. Battlefield could be fine, though this deck will typically want to go face with chargers instead of trading.
Oh well, at least i’m not boring myself with 30+ minutes control tribunal mirrors, I guess.
The gauntlet this weekend, for instance, has been filled with midrange. For that reason, I don’t bring this deck for gauntlet even though I have an excellent win-rate with it on ladder.
A lot of victories against Midrange end up looking like the ‘puzzles’ to get lethal xD Try to keep track of your previous 2-3 turns (recording really helps), and think of what you could have done differently. I beat a control deck earlier by playing nothing turn 6 and 7, so I could have enough creatures to play House Kinsman and sac him for lethal around guards.
I also recommend looking at the sideboard section and tweaking cards if you want. I am still testing to increase consistency as well.
The deck definitely requires practice and finesse. Best of luck!
The only thing I would like more clarification on is depending on playing first or second, what is the best draws for this deck?
-edit- So I played 13 games after making this post with a Deck Tracker and I had a 85% Win Rate. I am now Rank 5; was at Rank 9 two days ago before making this deck.
Best draws are all dependent on matchups. Against anything you suspect a lot of actions from, Withered Hand Cultist is one of your best cards.
In a vacuum without considering opponents plays:
without ring turn 1 Morag Tong, turn 2 skulk, turn 3 gambler is probably the best possible start.
With ring, playing Gambler on turn 2 almost guarantees it will get the draw off.