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Experimental Pilfer Monk
2 [card]Lute[/card]
2 [card]Shadow Shift[/card]
2 [card]Cleric of Kyne[/card]
3 [card]Daring Cutpurse[/card]
3 [card]Dune Stalker[/card]
3 [card]Fighters Guild Recruit[/card]
3 [card]Brotherhood Slayer[/card]
3 [card]Dune Smuggler[/card]
2 [card]Eastmarch Crusader[/card]
3 [card]Riverhold Escort[/card]
3 [card]Hive Defender[/card]
3 [card]Master of Thieves[/card]
3 [card]Monk’s Strike[/card]
3 [card]Moonlight Werebat[/card]
1 [card]The Black Dragon[/card]
3 [card]Thieves’ Den[/card]
1 [card]Ahnassi[/card]
3 [card]Cliff Racer[/card]
1 [card]Tazkad the Packmaster[/card]



Monk deck
Aggro
0 | 7 | 11 | 11 | 16 | 4 | 0 | 1 |
Prophecy | 17 |
Pilfer | 15 |
Guard | 9 |
Drain | 6 |
Slay | 4 |
Lethal | 4 |
Charge | 4 |
Last Gasp | 1 |
Breakthrough | 1 |
Treasure Hunt | 0 |
Ward | 0 |
Wax | 0 |
Wane | 0 |
Betray | 0 |
Regenerate | 0 |
Exalt | 0 |
Plot | 0 |
Invade | 0 |
Rally | 0 |
Assemble | 0 |


Heros of Skyrim brought a lot of tools that look fun and useful, so the deck is hardly set. As it is, Monk Strike is a real MVP in its swingyness. It can turn a Race into your favor, combo with master of thieves and any pilfer (adding 6 damage to a swing adds up), and it’s also a movement spell. I think this card has single-handedly revived the deck for me.
The other two new inclusions are more experimental but I think will go a long way to helping your establish early pressure. The problem with your early pilfers (Descendent and Cutpurse) is that they are fairly weak bodies compared to other creatures, you might get 1 swing in, but you’re opponent has probably played a creature to trade with him already.
Adding two toughness with Cleric of Kyne can really solidify the board in your favor, and it also provides another body which is huge for keeping pressure up and comboing with Master of Thieves and Thieves Den. The prophecy is an added bonus. Anything that can turn the combat math in your favor is a plus in my book.
Lute does pretty much the same thing. The silence immunity is handy, especially in a Earthbone Spinner filled meta, but it doesn’t offer a body, so you might set yourself up for a 2 for 1 if your opponent has their own removal or buffs. That said, if you’re worried about removal you probably shouldn’t play this deck
Let’s talk combos. The real finisher in this deck is Thieves Den + Master of Thieves to turn a mediocre field into a lethal swing with a quickness. Thieves den makes anybody on the field a deal with threat, so unless you’re in a match up where Support Removal is likely, its often better to get it out on the field as early as tempo allows. Master of Thieves is a linchpin in the deck and his life should be valued. I rarely play him unless he’s going enable a strong pilfer swing.
It’s also worth noting that Monk Strike on any pilfer creature with a Master of Thieves on the field adds at least 6 damage to their swing. There’s a lot of micro-combos to use to really maximize the deck.
Changelist:
-2x Thieves Guild Fence
-3x Solitude Stalwart
+2x Lute
+3x Riverhold Escort