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- Launch The Elder Scrolls: Legends
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Neutral Dwemer Factotum
3 [card]Gearwork Spider[/card]
3 [card]Assembled Sentry[/card]
3 [card]Lurking Crocodile[/card]
3 [card]Reflective Automaton[/card]
3 [card]Assembled Sanitizer[/card]
3 [card]Crushing Blow[/card]
3 [card]Dwarven Sphere[/card]
3 [card]Mechanical Ally[/card]
2 [card]Dwarven Dynamo[/card]
3 [card]Knife to the Throat[/card]
1 [card]Mundus Stone[/card]
2 [card]Vicious Dreugh[/card]
3 [card]Assembled Conduit[/card]
3 [card]Clockwork Dragon[/card]
1 [card]Stronghold Eradicator[/card]
1 [card]Assembled Titan[/card]
3 [card]Halls of the Dwemer[/card]
1 [card]Dwarven Centurion[/card]
3 [card]Dwarven Colossus[/card]
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Factotums allow for absolutely crazy ramp and combined with dwemers, almost nothing will stop you in the late or even mid game if you’re lucky. The introduction of neutral factotums means that drawing Halls of the Dwemer isn’t crucial to success anymore, but of course, it still helps. I will explain how to play this deck and include guides for the Assemble mechanic below:
With this deck, you have a better early game compared to a neutral dwemer deck before RtCC. Assembled Sentry and Assembled Sanitizer will be your key cards early game. However, just like with the neutral dwemer deck, your early game goal is still just survive until mid-late game.
Main goals: Play as many factotums as possible to get Assemble bonuses for your monsters at late game, and try to maintain as much control of the board as possible. Your assemble bonuses and Halls of the Dwemer bonuses won’t matter if your opponent has total control of the board. ALWAYS keep one Halls of the Dwemer if you draw it on turn 1.
Play halls of the dwemer. Usually, your opponent will ignore weak cards dwemer cards and focus on your factotums, so you can surprise them with a board full of suddenly strong dwemers. Use this card to gain the tempo and control the board. Prioritize getting board control first before attacking face. Even if you don’t have Halls of the Dwemer, you still have your factotums to keep control of the board, so you aren’t as useless as dwemer decks before RtCC. Reflective Automaton will be crucial here, because it gets factotum AND dwemer bonuses.
Reflective Automaton This card is probably the most OP card in this deck. It is the reason why you play a dwemer factotum deck. Because it has all creature types, it gets bonuses from all of your factotum Assemble bonuses AND Halls of the Dwemer +3/+0 bonuses. I have personally played a 17/9 Reflective Automaton with guard, lethal, and regenerate once, only for 2 magicka!! Always try to save Reflective Automaton unless if you really need to keep control of the board.
Assembled Sentry If you’re playing against an aggro deck, you’ll want to get guard first, then get the +0/+2. Always focus on getting the +0/+2 unless if you really need the guard.
Assembled Sanitizer Always get lethal first, then focus on the +2/+0.
Assembled Conduit This card’s assemble bonuses are pretty equal, but I usually get regenerate over breakthrough. You can’t go wrong with either really.
Assembled Titan I usually prioritize getting +2/+0 or +0/+2. If you have low health, you can choose the gain 2 health bonus, but by this stage of the game, you’ll usually only be able to play 1- 3 more factotums before the end.
Gearwork Spider Good 1-cost delaying card early game. In the late game when you have one or more Halls of the Dwemer, you could potentially have three 4/1 7/1 or even 9/1 with guard on the board. This card has saved my bacon more once.
Dwarven Colossus I’ve heard people say this card is meh, but I have found it to be really helpful. If your dwarven colossus survives for one turn, it’s basically game over. The two Power Sphere have saved my life so many times in crucial moments.
Mundus Stone This card has helps you out when you don’t draw any factotums for early game and need to rely on dwemers to survive. It has helped me out a couple of times, but it is a unique card and could possibly be switched out for something more consistent. Neutral doesn’t really have any other good early game survival cards that I haven’t included, though. If I wanted to replace it, I would either get Barded Guar or maybe Reachman Shaman.
Clockwork Dragon This is a pretty decent and adaptable card, but you could switch it out for more dwemers like Stronghold Eradicator. Drain and guard are really important for surviving longer, but Stronghold Eradicator gets dwemer bonuses and can take cover from creatures in the shadow lane, or allow you to attack a creature hiding behind someone else’s guard. Of course, all the opponents creatures get guard which is really annoying too. I’ll have to do more experimenting to see which is better.
Vicious Dreugh I personally have played a lot of support mage or ramp scout decks with annoying supports, but if you aren’t playing a lot of those decks, you could switch this out for more dwemers like Stronghold Eradicator
Aggro decks are still really hard if you don’t get a good draw due to the limited removals in neutral. It’s easier to survive aggro decks because of the factotums, but you’re still gonna have a hard time. The only health gain in this deck is through Blackreach Rebuilder and Clockwork Dragon‘s drain if you play it on the right lane, or drain through Mundus Stone, but that’s very situational. Getting guard from Assembled Sentry is very important.
Getting rid of strong creatures comes down mainly to your creatures attacking them. The only removal in neutral is crushing blow, so you’ll have to rely on getting lethal from Assemble Sanitizer to make efficient trades using factotums. Knife to the Throat is a pretty inefficient card, but its the only silence neutral has. Dragon Aspect could be another card that could be added for removal, but I’ll have to keep testing that to find out if its worth it.
Making efficient trades is extremely important because this deck only has card draw from Mechanical Ally and Knife to the Throat If you waste too many creatures surviving in the early game, you wont have any creatures to play in the mid-late game to take board control.
All-neutral decks have received a buff with the RtCC expansion. Dwemer decks have always been fun to play, and now with factotums, neutral decks may even be viable due to their snowball potential and adaptivity. Please let me know how I could improve this deck and feel free to ask me any questions!