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- Launch The Elder Scrolls: Legends
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Welcome to Skyrim, an Aggressive Nord Primer
2 [card]Fiery Imp[/card]
3 [card]Rapid Shot[/card]
3 [card]Scouting Patrol[/card]
3 [card]Sharpshooter Scout[/card]
3 [card]Steel Scimitar[/card]
3 [card]Fifth Legion Trainer[/card]
3 [card]Helgen Squad Leader[/card]
3 [card]Orc Clan Captain[/card]
3 [card]Rift Thane[/card]
2 [card]Cast Out[/card]
2 [card]Eastmarch Crusader[/card]
3 [card]Northwind Outpost[/card]
3 [card]Raiding Party[/card]
2 [card]War Cry[/card]
1 [card]Blood Dragon[/card]
3 [card]Divine Fervor[/card]
3 [card]Markarth Bannerman[/card]
3 [card]Triumphant Jarl[/card]
Crusader deck
Aggro
2 | 14 | 12 | 10 | 2 | 7 | 3 | 0 |
Charge | 8 |
Prophecy | 5 |
Guard | 4 |
Breakthrough | 3 |
Slay | 0 |
Regenerate | 0 |
Rally | 0 |
Ward | 0 |
Wane | 0 |
Wax | 0 |
Treasure Hunt | 0 |
Lethal | 0 |
Exalt | 0 |
Drain | 0 |
Betray | 0 |
Invade | 0 |
Last Gasp | 0 |
Pilfer | 0 |
Assemble | 0 |
Plot | 0 |
For early game, Fiery Imp is surprisingly solid as it helps get the first rune break early and Sharpshooter Scout makes favorable trades late game and keeps the board clear early game. Scouting Patrol and Steel Scimitar are some of the best 1 cost cards in the game and near auto-include in my opinion.
Mid game you want to start laying on the aggression with combos using Fifth Legion Trainer, Orc Clan Captain, and Helgen Squadleader to really apply pressure to the opponent. If able, Try to set up buffs like Divine Fervor and Northwind Outpost while your opponent is trying to deal with your aggression. Markarth Bannerman and Raiding Party get amazing value and damage potential around this point in the game.
Games should rarely go late, but keep in mind that it can be very difficult to deal with large walls of Guard creatures outside of Cast Out. Try balance board control with tempo to close the game out before you can’t deal with their bigger stuff. War Cry can give some much needed reach to end the game.
For card draw you have Eastmarch Crusader and Triumphant Jarl, both of whose conditions should be easily met for an aggressive deck like this.
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27 Comments
I agree. I built this to start ranked play and over the course of the past two days I managed to climb the ladder from the start up to rank 2, 2 stars. I’d say this deck really exemplifies the aggro archetype.
If you are interested in some gameplay I made a video of two games I played today: https://youtu.be/z4koDcsfQrk
A common weakness for aggressive decks is the tendency to peter out if your opponent can keep up with or even flip the board state. This is especially true for Crusader with it’s “rich get richer” themes and reliance on being ahead for card draw.
I often find a way to combat this is to leave one lane open for your opponent to attack you to power some extra card draw once they put a decent creature in there. Typically you can outrace most decks and they really, really want to put a stopper on Markarth Bannermen so they often don’t commit fully to the empty lane. If they do, you can usually shore it up with Firebrands.
Not a perfect solution, by any means, but a key component to any deck is knowing and playing around your weaknesses.
I had been playing a yellow/purple imperial deck, but around rank 4 I ran into the all the archer decks in the meta and really had trouble. I began searching for alternatives (except archer, didn’t want to be FOTM like the others), and tried many colors and combinations before I finally found this deck, which does very good against archers. So much of the threat of this deck comes from your hand (the 0 nord charge cards) and not by putting tokens on the table where they get decimated by the -1 green and red cards before you can attack with them on the your next turn.
I haven’t played a ton of ranked lately, maybe 6 games a day, but I rose up to high rank 2. I seem to be winning about 55-60% of my games. I have the most trouble with green/purple decks that remove the support cards. I also find that its easier to fall behind in health than the comments here indicate. The lack of guards can really hurt and make it easy for the opponent to break runes from the other lane. Also, Jarl can be a real hand-clogger until turn 5/6, and by then if you are behind its a bad card. I found that my wins were mostly without jarl, so, I reduced the number from 3 to 2. I still need a 3rd Bannerman (which is a great card) and have been using Tyr (which is also great) and a 2nd Blood Dragon in place of the Jarl.
Folks should be aware that the text of Rift Thane is wrong. If you are even with health, he gets Breakthrough not Guard. I find he is *much* better and more-needed as a guard. In fact I am usually happy if my opponent gets a bit ahead in health and I have Rift Thane in my hand, which tells you something about the lack of guards. But I don’t see an obvious improvement to add guards, Kvetch doesn’t benefit from the red support cards, and the 3 point red orc guard is expensive and weak.
Wins pretty much depend on getting support cards out, and either playing Bannerman and having him survive for an attack or two, or else drawing Raiding Party. Like IFD says, you can get some humongous turns. I had one game where I didn’t draw or play anything but actions and support until turn 6 (!!??) but when I started laying down cards, they were monsters (everything was +4/+2 from support) and I won easily. Losses usually involve not drawing support cards (or having purple decks remove them) or falling behind due to draw and lack of guards to slow down the opponent.
Thanks again IFD for this great deck! Are you still playing it? Any more insights?