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Ramp Scout Noodle
3 [card]Scout’s Report[/card]
3 [card]Word Wall[/card]
3 [card]Thieves Guild Recruit[/card]
2 [card]Crushing Blow[/card]
3 [card]Dark Guardian[/card]
3 [card]Giant Bat[/card]
3 [card]Soul Tear[/card]
3 [card]Tree Minder[/card]
2 [card]Greybeard Mentor[/card]
3 [card]Hist Grove[/card]
1 [card]Merchant’s Camel[/card]
2 [card]Territorial Viper[/card]
2 [card]Shadowfen Priest[/card]
3 [card]Thorn Histmage[/card]
3 [card]Shearpoint Dragon[/card]
1 [card]Spine of Eldersblood[/card]
1 [card]Nahagliiv[/card]
2 [card]Eclipse Baroness[/card]
1 [card]Red Bramman[/card]
1 [card]Tazkad the Packmaster[/card]
1 [card]Odahviing[/card]
1 [card]Paarthurnax[/card]
Scout deck
Control
0 | 9 | 3 | 14 | 8 | 5 | 4 | 7 |
Guard | 13 |
Charge | 6 |
Last Gasp | 3 |
Drain | 3 |
Lethal | 2 |
Breakthrough | 1 |
Slay | 0 |
Regenerate | 0 |
Treasure Hunt | 0 |
Wax | 0 |
Wane | 0 |
Rally | 0 |
Ward | 0 |
Prophecy | 0 |
Betray | 0 |
Invade | 0 |
Assemble | 0 |
Pilfer | 0 |
Plot | 0 |
Exalt | 0 |
I just want to share the build here, probably for future references. A lot of tuning and switching cards around along the way, cause everyone has different kind of perception with different kind of cards.
So I’ll provide the breakdown of the less common card on Ramp Scout:
Crushing Blow: a versatile damage to stop aggro (especially buffers like Orc Clan Captain, hit faces in clutches and kill creatures.
Merchant’s Camel: A drawing engine for consistency. The good thing is that it allows you to pick one that you need right now, and throw away the rest to Soul Tear later. Wouldn’t run more than one or two. A pretty situational card that cost a lot of your tempo.
Territorial Viper: Kill big guards, ongoing-effect creatures, or even clutch 6/6 Soul Tear if your Giant Bats aren’t coming out of the deck. There is a weakness against ward-heavy decks and covered creatures but most of the time it trades for better value.
Spine of Eldersblood: Decent body provides a quite nice board presence plus the much-needed ramp. It brings threat and ability to clear big bodied creature. Run one or two.
Cards that I cut along the way (not necessarily bad, but just doesn’t fit my personal playstyle):
Leaflurker: If you can’t ping an enemy creature, it doesn’t worth deploying. Most of the time just sitting.
Murkwater Witch: Although it’s in sync with Shearpoint Dragon and could kill one or two aggro creatures, it still can’t keep up with current aggro decks.
Perserver of the Root: essentially a good value card cause it expands itself if you have 7 mana. But until then it’s just a 4/4 and doesn’t provide any presence other than being a threat. Easily removable. If you drop it when you have 7 magicka, there are better cards to drop in 5-7 magicka range.
Fighters Guild Recruit: Used all the way because the prophecies caught enemies off-guard and the lethal is nice. But apart from that, easily removable without leaving impact.