- 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.
1 [card]Ashlander Zealot[/card]
3 [card]Rapid Shot[/card]
2 [card]Sharpshooter Scout[/card]
3 [card]Barrow Stalker[/card]
3 [card]Wind Keep Spellsword[/card]
3 [card]Aundae Clan Sorcerer[/card]
3 [card]Dark Guardian[/card]
1 [card]Hlaalu Sharpshooter[/card]
2 [card]Necromancer’s Amulet[/card]
3 [card]Raiding Party[/card]
3 [card]Skaven Pyromancer[/card]
3 [card]Dushnikh Yal Archer[/card]
2 [card]Earthbone Spinner[/card]
1 [card]Fell the Mighty[/card]
3 [card]Namira’s Shrine[/card]
3 [card]Disciple of Namira[/card]
1 [card]Underworld Vigilante[/card]
2 [card]Cradlecrush Giant[/card]
3 [card]Doomcrag Vampire[/card]
1 [card]Journey to Sovngarde[/card]
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Changed a few cards to make it better against midrange – grahtwoods were cut because there’s not much need to clear journey + conscription anymore.
Control deck using journey as its win condition, using Firebrands in conjunction with Namira and Doomcrag as its engine. With all the ping effects and guards, it should control aggro quite well. It can steamroll control if it gets 1 or 2 engines going, but may struggle against tall greedy decks when it does not draw Doomcrag or any engines. Versus other journey decks, I believe this deck is able to cycle the fastest, and having 6 Namira draw engines makes the card draw quite consistent. Against midrange it is very tricky to play, often needing to take risk by playing Shrine or Amulet or turns where you want to remove creatures.
Use firebrands carefully – they are vital as they are your card draw and removal. If you expend them too leniently, you may run out of removal/draw. Once you have a shrine going, the name of the game is to draw, draw, draw. Hold key resources such as Doomcrag and pings, but don’t be afraid to dump cards for 0 value or even killing your own creatures. With 2 shrines out, playing 3 cards out means drawing 3 cards. Other nuances I learned with Namira’s Shrine was to not have 3 in play if your hand is full, and if your hand is empty, don’t play it until you can combo it. If you have a full hand and don’t have Journey in hand, discard your bad cards and preserve your removal. However, once you have your key resources such as Doomcrag in hand, amulets and shrines on board and most importantly, Journey in hand, feel free to mill yourself!
t3 Raiding Party -> t4 Namira Shrine double tokens
Doomcrag + Firebrand/Ping effects as hard removal
Namira + Firebrand and sacking own creatures for massive card draw
Once you have milled yourself to 0, Journey + Namira + 0 cost creatures/Firebrand for OTK potential
Vigilant Giant: It serves as a stalling tool and value card against midrange and control, but could be cut. You could also add another Giant if control is dominant. Might replace with another Viglante.
Stormcloak Vanguard: Useful at times, but can get clunky. Wind Keep can be a good replacement to fight for early board.
Tullius Conscription: Win more, but its fun and you can include it. It can help thin your deck to find journey, but often times you will struggle to clear your own board to set up a full conscription. A Namira serves as a Conscription once you journey after 0 cards anyways.
If you want to watch some experienced gameplay with this deck, you can hang out at my stream or watch vods: https://www.twitch.tv/warriors7