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Wound and Destroy
3 [card]Nord Firebrand[/card]
3 [card]Drain Vitality[/card]
3 [card]Rapid Shot[/card]
1 [card]Ungolim the Listener[/card]
3 [card]Finish Off[/card]
3 [card]Murkwater Witch[/card]
3 [card]Archer’s Gambit[/card]
3 [card]Sanctuary Pet[/card]
3 [card]Stormcloak Camp[/card]
3 [card]Moonlight Werebat[/card]
3 [card]Murkwater Shaman[/card]
3 [card]Berne Clan Nightstalker[/card]
3 [card]Leaflurker[/card]
2 [card]Quin’rawl Burglar[/card]
1 [card]Sails-Through-Storms[/card]
3 [card]Shearpoint Dragon[/card]
1 [card]Aela the Huntress[/card]
2 [card]Falinesti Reaver[/card]
1 [card]Tazkad the Packmaster[/card]
Archer deck
Control
6 | 7 | 6 | 9 | 6 | 6 | 6 | 4 |
Guard | 6 |
Drain | 5 |
Charge | 4 |
Pilfer | 3 |
Prophecy | 3 |
Lethal | 3 |
Breakthrough | 1 |
Last Gasp | 1 |
Slay | 0 |
Treasure Hunt | 0 |
Ward | 0 |
Wax | 0 |
Wane | 0 |
Regenerate | 0 |
Betray | 0 |
Exalt | 0 |
Assemble | 0 |
Plot | 0 |
Invade | 0 |
Rally | 0 |
This deck was born from an idea of wounding and destroying creatures in combo of any strength in the game.
The general play needs to take a control style of play. Take your time and DESTROY!!!! everything in a nice calm manner
The curve on the deck is so balanced it is almost flatlining
General early to mid game you might not do to much damage to face as you will be controlling the board, generally your opponents will not be able to keep up and their resource soon gets depleted, even for resource hungry decks you can still wear them down.
Stormcloak Camp is a great support for this deck, every-time you kill a creature they will take 2 damage to the face, even more if you have them stacked. So as I mentioned you will not be attacking face much with your creatures, you will be wounding and destroying and the support will apply the face pressure, which will knock them down a lot over time allowing for a burst at the end to finish them off.
I even played this against a Vampire Theme deck similar to my own BloodDrunk Vampire, every card played was to a health gain advantage. This deck still grinded it down and still won the match.
Everything in the deck is designed to slightly wound and provide options to destroy. It can wipe huge threats from the board, for example it took down a whole lane leaving me back with board control (in the lane their was 1x Iron Atronach, 1x Blood Magic Lord and a few other small creatures) Used level 3 DV in that lane then dropped Falinesti Reaver BOOM!!! Wiped the whole lot.
Murkwater can produce a ton more curses to help with the battle condition.
Shearpoint Dragon is in its element in this deck!!! if he is sitting on the field all of your curses and stat reduction options all become insanely strong, level 3 DV and Shearpoint Dragon, it’s just destructive.
Quin and Sails are just great cards to swing the game in your favour both with unique qualities.
Aela Huntress also becomes a massive problem for your opponent. You can ping a creature, attack and break a rune with another then she becomes a 5/5 and gives the option to destroy a wounded creature. Nearly everytime I have done this a concede is generally followed.
Moonlight Werebat – Health gain creature on Prophecy, very handy indeed.. especially if they have just attacked and used up their magicka they then can not deal with it. Saved my bacon a few times.
Tips* Do not waste cards and burn your hand especially in the early game, top decking is not fun. Play smart moves take your time and set the board until it becomes fully yours.
There are a lot of mini combos in this deck to help do damage, so there are plenty of options to find new fun ways to destroy your opponent.
Varanis Courier was removed and replaced. (didn’t provide enough value) Jarl came from my opponent casting tinkering on Quin.
Skulk also removed and replaced, the deck generates enough for the hand.
Have fun and don’t forget to check out my other decks.
BloodDrunk007
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7 Comments
Perhaps I would include more card draws. Thieves Guild Recruit or Cornerclub Gambler maybe
I agree this deck does struggle with very heavy control decks or generally the same style Tribunal decks and strategies at the moment however can still win against them with smart plays. I tested the deck with Corner Club prior to the post and found that especially against Control Mage and Tribunal they would remove, mummify or silence Corner Club every-time, meaning you are then at a hand and board disadvantage.
You can give it a go, you might have more luck then I did.
I’m going to take this deck and give it some aggro flare to see if I can speed it up and make a sort of ‘wound/destroy/ramp’ tempo that outpaces decks like hlaalu.
you to take it to another level
I would suggest either 3 copies of one of the following – Dushnikh Archer, Eartbone Spinner or Green Pact Stalker all slightly less in cost however Dushnikh can can also provide a guard and the wound on a target or remove a support, Earthbone Spinner can silence which is very handy however can also cause the wound damage and finally Green Pact can give you the huge Guard which should be easy to proc as they get the buff for going in a lane with a wounded enemy and have guard.
I hope this helps?
Just wanted to try it out until then thank you!