Export
- Copy the code above by pressing “Copy to Clipboard”.
- Launch The Elder Scrolls: Legends
- Press the “New Deck” button
- The game should automatically detect your deck.
- Profit!
Arquebus Altar Scout
3 [card]Scout’s Report[/card]
1 [card]Ungolim the Listener[/card]
3 [card]Word Wall[/card]
3 [card]Fighters Guild Recruit[/card]
3 [card]Thieves Guild Recruit[/card]
3 [card]Crushing Blow[/card]
1 [card]Galyn the Shelterer[/card]
3 [card]Giant Bat[/card]
2 [card]Mummify[/card]
3 [card]Necromancer’s Amulet[/card]
3 [card]Sanctuary Pet[/card]
3 [card]Soul Tear[/card]
3 [card]Greybeard Mentor[/card]
3 [card]Shadowfen Priest[/card]
3 [card]Altar of Despair[/card]
2 [card]Brass Arquebus[/card]
1 [card]Nahagliiv[/card]
2 [card]Eclipse Baroness[/card]
1 [card]Tazkad the Packmaster[/card]
1 [card]Paarthurnax[/card]
Scout deck
Control
0 | 10 | 6 | 18 | 3 | 3 | 5 | 5 |
Guard | 7 |
Lethal | 6 |
Last Gasp | 5 |
Prophecy | 5 |
Charge | 4 |
Drain | 3 |
Breakthrough | 1 |
Slay | 0 |
Treasure Hunt | 0 |
Ward | 0 |
Wane | 0 |
Wax | 0 |
Regenerate | 0 |
Pilfer | 0 |
Invade | 0 |
Exalt | 0 |
Betray | 0 |
Assemble | 0 |
Plot | 0 |
Rally | 0 |
and this deck is very hard to play,
so I don’t recommend this deck to new players.
This deck is both fun and competative at the same time
and possibly you can become Rank#1 with this deck, almost feels broken. (Maybe it is)
Edit: This deck became champion in tournament “yowiecup”.
Guide
Phase 1: Board defence and card draw
In this phase you are pretty much in a defending position, but this does not mean you will play this deck like sit and wait control mage style, because your answers against cards are pretty limited comparing to control mage, so try to guess what you are playing against, for instance don’t hesitate using coin in first turn if you have double 2 drops, but always keep your opponent’s next step in mind, for instance if you coin + play your fighters guild recruit against a sorcerer, he might be an aggro or midrange sorcerer and punish you by playing a ward creature on turn 2, or for instance you may consider keeping your paarhurnax in hand against a mage if you believe he is control but never keep your paarhurnax in hand if you are against a sorcerer because he may turn your highest cost creature into mummy in turn 5, your every desicion will effect game and this deck does not handle mistakes well, in this phase try to make some value trades and try to setup a level 3 drain vitality on your hand against both aggros and controls, it is your safety belt against even controls and ramps, try to up your drain vitality most of time, but if you have soul tear in hand you may consider to play word wall and level soul tear up and taking back word wall with soul tear and play your word wall again with better stats to upgrade your drain vitality. In this phase Once you land a good drain vitality you will enter in phase 2.
Phase 2: Value Town
In this phase aggro players would be conceded already and you will finish them off soon if they didnt, so this phase is mostly against control and ramp, in this phase try to draw as much as you can, never fall behind in board but also never overcommit board, this is like dancing on the head of a pin, and you will learn to dance better when your experience with this deck grows, your possible combos are limitless
Your Possible Combos
Altar + Necro Amulet = slowly heals you
Also Amulet Progression will be:
1- most likely word wall, in some rare occasions ungolim or brotherhood assasin
2- fighters or thieves guild recruit
3- Most likely a giant bat or sanctuary pet, in some rare occasions galyn
4- Greybeard mentor and a shout
5- Shadowfen Priest
6- Arquebus
7-Nahagliv
8-Baroness
9-Tazkad
12-Paarhurnax
Galyn + Ungolim + Arquebus = this combo adds your deck 3x 4/4 ungolim, and your arquebus will draw 1 ungolim 1 brotherhood assasin and 1 word wall for you, so 1 card will give you 3 cards, and that 3 cards will give you 1 additional card draw and ability to add more brotherhood assasins in your deck, not bad huh? don’t worry even if your Galyn and Ungolim are both dead, you can double soul tear them back to make this combo
Galyn + Paarhurhnax = I think I don’t need to explain the value of this combo, 1 paarhurnax is almost a gamewinning card, imagine what can 4 or more paarhurnax do.
Galyn + Tazkad = use this combo as a game finisher when you are close to fatigue and those buffed tazkad may seal the deal.
So after gaining some values from combos like these, you will probably take control of board advantage and most likely card advantage too. And this leads us to Phase 3.
Phase 3: Ending the game
With this deck try to end game in 1 shot mostly, but if your opponent does not allow it you sometimes need to finish game in 2 turn lethals but when will you swing your opponent? The answer is simple, ask yourself which cards might provide your opponent a comeback? answer is mostly “Paarhurnax” or “Odahwing” or Miraak” or “Alduin” and this is where you should ask yourself, what can I do against it if he draws such cards? sooo the answer is you may start swing if you either have an answer like mummify against cards like paarhurnax or alduin, also you may start swinging if you have your own finishers like tazkad or paarhurnax in hand or board. So swing when you will surely win the game and enjoy victory!
One last thing, against agro players always prioritize on surviving, screw the value, you may even use galyn on word walls, which will make you draw 1 mana 3/7 guards, which is a better hive defender for 1 mana with a possiblity of upgrading shouts, so I tried to explain as much as my english skills allows, I will add a couple of fun screenshots here, enjoy!