Search for Sevens
1 Ungolim the Listener
3 Fighters Guild Recruit
2 Murkwater Witch
3 Thieves Guild Recruit
1 Wind Keep Spellsword
3 Forsworn Guide
2 Mummify
3 Tree Minder
3 Young Mammoth
1 Black Marsh Warden
1 Cursed Spectre
3 Moonlight Werebat
1 Preserver of the Root
1 Torval Crook
2 Leaflurker
2 Shadowfen Priest
3 Thorn Histmage
2 Ransack
1 Bone Colossus
3 Chaurus Reaper
1 Goldbrand
1 Nahagliiv
1 Tazkad the Packmaster
1 Night Talon Lord
1 Red Bramman
1 Nest of Vipers
1 Odahviing
Search for Sevens
1 [card]Ungolim the Listener[/card]
3 [card]Fighters Guild Recruit[/card]
2 [card]Murkwater Witch[/card]
3 [card]Thieves Guild Recruit[/card]
1 [card]Wind Keep Spellsword[/card]
3 [card]Forsworn Guide[/card]
2 [card]Mummify[/card]
3 [card]Tree Minder[/card]
3 [card]Young Mammoth[/card]
1 [card]Black Marsh Warden[/card]
1 [card]Cursed Spectre[/card]
3 [card]Moonlight Werebat[/card]
1 [card]Preserver of the Root[/card]
1 [card]Torval Crook[/card]
2 [card]Leaflurker[/card]
2 [card]Shadowfen Priest[/card]
3 [card]Thorn Histmage[/card]
2 [card]Ransack[/card]
1 [card]Bone Colossus[/card]
3 [card]Chaurus Reaper[/card]
1 [card]Goldbrand[/card]
1 [card]Nahagliiv[/card]
1 [card]Tazkad the Packmaster[/card]
1 [card]Night Talon Lord[/card]
1 [card]Red Bramman[/card]
1 [card]Nest of Vipers[/card]
1 [card]Odahviing[/card]
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Scout deck
Mid-Range
0 | 3 | 9 | 11 | 7 | 7 | 2 | 11 |
General strategy should be to control board with oversized creatures and outvaluing until you can finish the game in one turn with your lategame threaths but as somebody who finds that too boring, the tactic of going face and strategically trading is also an option. The deck runs quite a high number of prophecies as their innate disadvantage of high costs is mitigated by ramping up in mana.
Match-ups:
Hyper agro (B/R, Y/R, B/G All-face variant, G/Y): If you have even one prophesy these games are usually an easy win.
Agro (Y/B, R/Y, P/Y, G/R, B/G): Easy win, except in the case of Spellsword tokens where you usually need to draw equal amount of Priests as they draw Fervors to win.
Midrange (G/P): Despite being an apparent mirror, people are still playing silly cards like Stormhold Henchman and Quin’rawl that you can easily win against these decks usually.
Control (B/Y): Not only will you sit there for half an hour because they will never go face, it is also unlikely you win. Include 3x Blood Magic Lords if you really want to win these stupid matches. Thankfully, just about nobody was dumb enough to try climbing with these as an agro deck with 60% winrate can climb faster than this with 100% winrate.
Presumed FAQ:
Why so many one-offs?
Free to play and the cards being terrible in multiples. For example,
Torval Crook can win a game on its own if drawn early but going Torval into Torval is completely pointless.
Black Marsh Warden is secretly a 7 drop that dies to Firebolt so playing more than one is less than impactful.
Wind Keep Spellsword is an amazing card in the early turns but quickly loses its usefulness unlike the rest of lowdrops in the deck.
Cursed Spectre is just another Prophesy with an immediate impact, which helps immensely against agro decks but as a body against decks without meaningful silence targets, it lacks in power.
Preserver of the Root, while an amazing card at 4-mana 6/6 Guard, is not actually impactful enough at 4 mana to warrant more use. And more often than not, lategame you have more than enough mana to not care what cards actually cost. Having one however is a lifesaver in the midgame where you go 5+4 or 3+2+4.
What’s happening in the top end? It’s weird
Most of the stuff above 7 mana is up to personal preference, except maybe Tazkad, Nahagliiv, Odahviing and some number of Chaurus Reapers.
Night Talon Lord serves its purpose as a “Kill me now or lose” that, unlike Quin’rawl doesn’t die or become useless after silence or 4 damage. Also, Quin’rawl can be raced for one turn, NTL absolutely cannot be raced in any situation. Many games are finished with you sitting below 4 life, while an agro opponent is top decking for Cliff Racers or Lightning Bolts before a single touch from NTL puts the game out of reach permanently.
Nest of Vipers is a green Dawn’s Wrath that 1) doesn’t kill your board 2) leaves impactful creatures behind 3) can do 4 damage to face. The fact it costs 2 mana more is irrelevant as were ramping.
Bone Colossus comes down early and has huge impact, while Goldbrand is an easy way to gain card advantage as it almost always trades for three creatures.
Red Bramman keeps shadow lane under check and gets rid of any stupid Last Gasps. Also, in conjunction with Forsworn Guides, a very common play is to Shackle a lane -> Kill one next turn -> Pick up Bramman for another ride -> rince and repeat.
Speaking of Forsworn Guides, what’s up with that?
Value is the name of the game. Be it rolling the 7 dice with Thieves Guild Recruit or using one Priest to kill two Fervors, Forsworn Guide does it all. Almost the entire deck has Summon abilities on them and having a toolbox of any creature you control has amazing versatility. Slightly unwiedly in the early game but there is value in taking away trades favorable to your opponent by picking up damaged creatures.
Another important note is that any creature that has had its mana cost lowered by Thieves Guild Recruit, keeps that reduction even if you return it back to hand.
Why not X?
Blacksap Protector, Daring Cutpurse: when I talk about impactful prophecies, these are not them. If you really want to go all out face, then sure, but at that point, you’d rather play Monk instead.
Finish Off: This card trades card advantage for tempo with a condition. We like value and actually lack reliable ways to trigger this.
House Kinsman: With this card there is a slight dilemma. While it does amazing job at keeping us alive and doing damage as well, both that we like, the body usually only hits once before dying off not actually giving us that much value apart from the life. And we want to lose life! That’s where you get real card advantage. This also brings up another issue that should be discussed about Moonlight Werebat, as sometimes, against midrange decks, the card can gain you so much life opponent never gets to pop any of your runes. This is all fine if you just overrun them and end the game on turn 6 but counting on that happening isn’t a reliable strategy.
TLDR; House Kinsman goes all face. We go for value.
Vanaris Courier and Deshraan Avenger are not actually impactful enough. Courier is a 3-mana do nothing in the deck that loses tempo for hopeful card drawn on next turn. Thieves Guild Recruit at least costs only 2-mana and sometimes wins the game from what it hits and is immediate. Courier does none of these. And while Deshraan Avenger is the epitome of value statting at 3/6 for 4, the actual usefulness of it is often overstated as some decks just go around it or ignore the meager attack. 4 is the number you want to aim for.
Archein Venomtongue and Lucian: You can’t play a 1 power lethal creature that costs this much in a world with Murkwater Witch.
Iron Atronach is too vulnerable against decks a 12 drop matters against. Odahviig at least wipes an agro player’s entire board while Atronach just blocks one lane and control just steals it or Mantikora’s it. I actually crafted this card but now it just collects dust. BibleThump
There are other cards I could still talk about and why they’re not run in the deck but that seems long enough so I’ll just stop.
Ransack?
It’s a Crushing Blow with prophecy that gains you life, what’s not to love? That it costs 6 mana? I can assure that very few creatures with 3 or lower health are not worth spending a turn in the early game to kill, when you could instead just play on the board yourself. It’s at 2 so it doesn’t clog that much but many games are ended with Ransack to face.
Try the deck out. It’s fun and versatile and can be customized for many different card pools and variants. Tournaments with sideboarding also seem like an ideal place for a deck like this, if only 3x Blood Magic Lord wasn’t so damn expensive.
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