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Dagoth Burn
3 [card]Afflicted Alit[/card]
3 [card]Circle Initiate[/card]
3 [card]Daring Cutpurse[/card]
3 [card]Gloomlurker[/card]
3 [card]Graystone Ravager[/card]
2 [card]Ice Spike[/card]
3 [card]Lurking Crocodile[/card]
3 [card]Protector of the Innocent[/card]
3 [card]Shrieking Harpy[/card]
3 [card]Blood Sacrament[/card]
3 [card]Brotherhood Slayer[/card]
3 [card]Camlorn Hero[/card]
3 [card]Cast Out[/card]
3 [card]Crushing Blow[/card]
3 [card]House Kinsman[/card]
3 [card]Morkul Gatekeeper[/card]
2 [card]Thievery[/card]
3 [card]Earthbone Spinner[/card]
3 [card]Lightning Bolt[/card]
3 [card]Mystic Dragon[/card]
3 [card]Cliff Racer[/card]
1 [card]Hand of Dagoth[/card]
3 [card]Underworld Vigilante[/card]
3 [card]Fate Weaver[/card]
2 [card]Ransack[/card]
1 [card]Ancano[/card]
1 [card]Tazkad the Packmaster[/card]
House Dagoth deck
Aggro
0 | 3 | 26 | 23 | 9 | 7 | 5 | 2 |
Prophecy | 44 |
Charge | 7 |
Guard | 6 |
Last Gasp | 4 |
Pilfer | 3 |
Slay | 3 |
Betray | 3 |
Breakthrough | 3 |
Drain | 1 |
Ward | 1 |
Treasure Hunt | 0 |
Wax | 0 |
Wane | 0 |
Regenerate | 0 |
Lethal | 0 |
Exalt | 0 |
Invade | 0 |
Assemble | 0 |
Plot | 0 |
Rally | 0 |
Gameplan: FACE IS THE PLACE. One look at the prophecy count and even the name of the deck should lead one to believe we are not messing around with silly things like card advantage and controlling the board. In fact nearly every game should begin and end the same way. You start by laying down efficient attackers, praying to get in at least one attack, and then finish up the game by torching your opp with burn spells and big ole chargers. My win rate was absurd when I connected at least once with my first three creature drops.
You want your opp somewhere below 10 or so health (preferably 7 or 8 ) before going in for the burn kill. While its nice to build up a few burn spells while your creatures put in work, don’t be afraid to toss a thievery or ransack (god forbid) at your opp if you have nothing else to play. It’s all about the chip damage.
Mulligans and starting hands: TWO-DROPS. Mulligan hard for two-drops and get rid of any and all burn spells (They are strictly finishers and do very little for you early). You’re best starting hand is two high attack two-drops (ravager and alit) and one solid three-drop creature (preferably Camlorn because he doesn’t have prophecy written on the card). You are then hoping to draw another two drop over the next 3 turns as you play 2-drop, 3-drop, into two more 2-drops (all creatures). If you get something close to this order and get to attack a few times, it becomes very hard to lose. DO NOT BE AFRAID TO START IN THE SHADOW LANE. You will either continue to fill your board if playing against aggro (prophecies) or eventually wear your control opponent down with burn spells and fat chargers.
Notable inclusions:
1. Gloomlurker: Most of the red and blue prophecies need no introduction as they have been doing their damn thing for quite some time. This guy was actually pretty great in this deck. You want to play him as a second or third two-drop and re-cover one of your ravagers or even a growing cutpurse to get maximum value. If you get just one extra attack because of Gloomlurker he has done more than his part.
3. Blacksap Protector: This card sucks and would be my first replacement 3-drop prophecy when one comes out. 9 times out of 10 having guard ruins him because he cant be covered, though it can save you once in awhile.
Blood Sacrament: Quite possibly my favorite card for this deck and I was expecting nothing from it. This card is required to play the deck and I won’t hear anything else about it. What I found was this deck is usually winning between turns 6-8, most often needing the kill from hand with two burn spells. When you combine this card with a bolt or a charger. It’s an easy 8 damage to face for 7 magicka PLUS gain 4 health. In the off chance you cant finish with that play the 4 life gain is actually critically in screwing up your opponents combat math and may allow you to see the light one more turn.
Thievery and Ransack: Yeah, its thievery and ransack… They’re pretty terrible cards for the cost but you need more burn to make a 75-card deck work. Obviously just 2-ofs, I would love to replace once Bethesda prints more burn spells. Ransack WILL win you at least one game out of nowhere or my name is not ThePrice1sRight.
Cast Out: I never realized how important this card was to a prophecy deck. Save this card until you absolutely, positively need to use it. As in throw Earthbones and Harpies at drain creatures before you use this card. Mostly because in a pinch you can unsummon your OWN creatures for additional chip damage. One of my favorite wins on this run was needing 8 damage on an empty board with Alit, Cast Out, and Blood Sacrament in hand; opp BMed me so hard as it played out.
I’m not sure there’s a lot more to be said. HoD is there to allow for the tri-color, though he is always removed or silenced. Some notable cuts would be Wearbat and maybe the elf-that-shoots-arrows on summon. The deck simply cannot afford to be playing two health creatures for 4+ magicka. I’d love to know what people think and/or would like to suggest. Happy laddering and watch those Ice Storms.
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22 Comments
It does work very well; I just had a 10outof10 100% run.
(Might have been luck as well [not ..!])
Kudos!
It requires a bit of an unorthodox strategy and is a streaky deck but is sneaky deadly. I had a couple of bad streaks where I had 3 or 4 losses in a row, or I was going 1/2 wins to 1/2 losses, but then suddenly the deck would explode for runs of 7-1, 8-2, and 9-2 that got me through each rank I was stuck at.
It does take time getting used to how to play it since it is not as straight forward as your traditional prophecy BM deck. It is incredibly powerful though and capable of winning games that go to turn 12 or beyond due to its life gain ability and quick burst damage. So long as the opponent is at 14 health or below you can find a way to pull off a one-turn win – sounds crazy but it does work. No exaggeration that pretty much every game was intense and different, with the vast majority of the games being VERY close (where if I didnt finish them off I was for sure dead the next turn) however this deck kept finding a way to win. You might think that me winning using a deck living so close on the edge is all due to luck but when it keeps happening over 50+ games it is safe to say that somehow this crazy deck works. You just need to know how to pilot it.
Last season I only had 2 earthbone spinners so I replaced the missing one with a Hlaluu sharpshooter. I also ran the 3 Blacksap protectors instead of the house kinsmann and did just fine. I imagine the kinsmann might add more burst damage and health recovery, but the Blacksap protectors are also a solid choice since they provided some needed protection during games that dragged out, and the prophecy aspect helped to put an unexpected body on the board also. I now use a third earthbone spinner and think this deck runs more optimally now that I have the set of 3 in there.
In conclusion the PriceIsRight put together one heck of a deck. I hesitated to even comment for fear the ladder would explode with these decks but if not for this deck I never would have made legend so I owe it to PriceIsRight and this community to give recognition when due.
Best of luck to everyone climbing the ladder.
I believe you, for sure, I’m not saying you’re lying. I’m just wondering how the hell it happened lol. So vs control decks, do you just keep throwing creatures at them in the field lane? I just get everything removed and run out of steam. I get them down to around 15 or so, but not enough for a burst from hand to end them and then they inevitably drop down a drain creature and start healing back up.
Personally I’d replace Sharpshooter Scout with Rapid Shot. Without Leaflurker or Finish Off the summon effect is rarely worth it, even as prophecy, and it has a weak body. At least Rapid Shot provides some low cost card draw with the same 1dmg ping effect.
I’ll definitely replace Blacksap with Kinsman. Also for 1 drops maybe rapid shot or fire imp could replace the Archer. Finally I think Ice shot should be 3 so you have the option to use it for burst or draw. Maybe -1 thievery since kinsman performs a similiar function. Or if I really want to live on the edge -2 thievery and +1 ransack.
Will experiment and let you know my results.
Edit – I just reread that your Earthbones and Harpies help to mitigate those. So I know my step one is to get my playset of Earthbones. Any other advice you can offer?
As far as drain creatures in general…. there is no getting around the fact that they will ruin your day. When a drain creature drops you need to do some careful calculations and determine if mathematically you can still win in a turn or two (at most). If you cannot, its time to scoop and move on. Obviously use your delays (harpy and cast out) first, Spinner if you can, or just straight removal either with a creature or spell.
Games are winnable with a drain creature on board but it becomes exponentially more challenging. I actually just won a game where the opp had a Scorpion on board with Ebonheart Oracle and a small item. He killed one of of my creatures with the scorpion healing for 10 and I still won next turn with a turn 7 Ancano (ring) swinging in for the final 5 damage.
Thank you for putting this up. It’s been a blast to pilot.
I’ll definitely replace Blacksap with Kinsman. Also for 1 drops maybe rapid shot or fire imp could replace the Archer. Finally I think Ice shot should be 3 so you have the option to use it for burst or draw. Maybe -1 thievery since kinsman performs a similiar function. Or if I really want to live on the edge -2 thievery and +1 ransack.
Will experiment and let you know my results.
Good luck an please let me know how it went! As you might have seen I wasn’t too fond of the aggro Dagoth you mentioned in your comment, mainly for the lack of card draw. So I’d take the Rapid Shot to replace Sharpshooter Scout. Personally I’m not too fond of Ice Spike, since it can only go face and sometimes you just don’t want to proc a rune. With other card draw options that shouldn’t be a problem though.
As for Ransack/Thievery…phew. Ransack is just too expensive to play for it’s mana cost, and I wouldn’t rely on drawing it as a prophecy. Then I remember how often in my early days it help me close out games. Plus, you can use it against creatures opposed to Thievery. So I’d go for the life on the edge!
I’m pretty bad at deck building, so curious of your thoughts!