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Red Deck Wins (Morrowind)
3 [card]Dagoth Dagger[/card]
3 [card]Sarethi Scion[/card]
3 [card]Circle Initiate[/card]
3 [card]Orc Clan Captain[/card]
3 [card]Rift Thane[/card]
3 [card]Stormcloak Vanguard[/card]
3 [card]Battlerage Orc[/card]
3 [card]Crusader’s Assault[/card]
3 [card]Mighty Ally[/card]
3 [card]Morkul Gatekeeper[/card]
3 [card]Northwind Outpost[/card]
3 [card]Raiding Party[/card]
3 [card]Candlehearth Brawler[/card]
1 [card]Garnag, Dark Adherent[/card]
1 [card]Reive, Blademaster[/card]
3 [card]Ulfric’s Housecarl[/card]
3 [card]Underworld Vigilante[/card]
Crusader deck
Aggro
3 | 6 | 12 | 18 | 8 | 3 | 0 | 0 |
Charge | 18 |
Guard | 9 |
Breakthrough | 7 |
Prophecy | 6 |
Last Gasp | 3 |
Rally | 3 |
Regenerate | 0 |
Slay | 0 |
Ward | 0 |
Wane | 0 |
Wax | 0 |
Treasure Hunt | 0 |
Lethal | 0 |
Drain | 0 |
Betray | 0 |
Exalt | 0 |
Invade | 0 |
Pilfer | 0 |
Assemble | 0 |
Plot | 0 |
Possible changes / substitutions to the deck:
3x Dagoth Dagger —> 3x Steel Scimitar
The extra 1 health is usually negligible since our early game creatures will rarely ever survive combat or something like a Lightning Bolt, however in a meta where aggro mirrors are common the extra health could mean the difference between getting favorable trades or losing control of the board.
3x Sarethi Scion —> 3x Fiery Imp or 3x Relentless Raider
The rally ability, while not on a particularly aggressive body, can buff your charge creatures in hand and allow for some surprise burst finishes. In most scenarios though a Raider or Imp will put more pressure on your opponent in the early game.
3x Stormcloak Vanguard —> 3x Afflicted Alit
I’ve never really liked this card in aggro decks, but it does carry weapons well and presents some staying power in the form of the extra 4-mana 5/5 body it adds to your hand after it dies. Alit, if it survives, is 5 damage for 2 mana, but it has a really weak body so it’s your call.
3x Raiding Party —> 3x Withered Hand Cultist
In a meta full of action-heavy control decks or even synergistic midrange decks the 2 mana taxation effect of Cultist is enough of a tempo disruption to cost your opponent the game. I would still keep Crusader’s Assault in even if you sub-in the Cultist since this deck barely has any card draw and Assault can also allow you to push through guards for lethal.
1x Garnag, Dark Adherent —> 1x False Incarnate or 1x Rampaging Minotaur
Most of the time your opponent won’t be seeing turn 8 so Garnag isn’t relevant, however if you’re unfortunate enough to see turn 8 you’ll be glad you have him since a well-timed Dawn’s Wrath is enough to lose you the game. If you find yourself running into an onslaught of Giant Bats, Undying Dragons or Hand of Dagoths consider teching an Incarnate in.
With that said I would not recommend you play ANY Willpower cards whatsoever since this list guarantees that your Mighty Ally‘s summon ability always triggers. Hive Warrior isn’t a particularly great card in any deck, but he would be a great aggro card if he only costed 3 mana and was able to come down turn 2 (with the ring). By playing “mono-red” with 9 red multi-attribute cards you guarantee that Mighty Ally triggers and you get the maximum value out of the attack buff from Northwind Outpost.