Legend Tempo Scout
1 Ungolim the Listener
3 Fighters Guild Recruit
3 Murkwater Witch
3 Thieves Guild Recruit
3 Wind Keep Spellsword
3 Dune Smuggler
3 Giant Bat
3 Haunting Spirit
3 Young Mammoth
3 Deshaan Avenger
3 Moonlight Werebat
3 Territorial Viper
3 Cliff Racer
3 Leaflurker
2 Shadowfen Priest
1 Thorn Histmage
1 Quin’rawl Burglar
1 Nahagliiv
1 Blood Magic Lord
1 Red Bramman
1 Odahviing
Legend Tempo Scout
1 [card]Ungolim the Listener[/card]
3 [card]Fighters Guild Recruit[/card]
3 [card]Murkwater Witch[/card]
3 [card]Thieves Guild Recruit[/card]
3 [card]Wind Keep Spellsword[/card]
3 [card]Dune Smuggler[/card]
3 [card]Giant Bat[/card]
3 [card]Haunting Spirit[/card]
3 [card]Young Mammoth[/card]
3 [card]Deshaan Avenger[/card]
3 [card]Moonlight Werebat[/card]
3 [card]Territorial Viper[/card]
3 [card]Cliff Racer[/card]
3 [card]Leaflurker[/card]
2 [card]Shadowfen Priest[/card]
1 [card]Thorn Histmage[/card]
1 [card]Quin’rawl Burglar[/card]
1 [card]Nahagliiv[/card]
1 [card]Blood Magic Lord[/card]
1 [card]Red Bramman[/card]
1 [card]Odahviing[/card]
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Scout deck
Mid-Range
0 | 3 | 12 | 12 | 9 | 9 | 1 | 4 |
Overall, I would call it a tempo deck, but it’s quite versatile: You can race vs fast decks (If you’re not worried about the opponent drawing cards), make value trades vs other mid-range decks and also outplay control decks with even better control.
I’ve tried not to put too many situational cards in this deck, also not too many of those which depend on magicka improvement, so you won’t find allies, “Dragontail Savior”, “Preserver of the root”, “Stronghold Henchman” and such here, although they can be very strong. But then you get another type of deck and probably want to change some more cards… I’ve also tried to exclude cards that may have a strong impact, but first cost some tempo – so there’s no “Bruma Armorer” for ex and also no supports.
The hardest part is to decide when to go face and break opponent’s runes.
Generally, you want to dominate the board from start. In case of failure or a bad starting hand, there still is alot comeback potential thx to drain, charge and lethal creatures. Sometimes it’s better to slowplay instead of putting all possible cards on the board, especially vs control or other decks with strong aoe.
In the early phase, you can mess up your opponents gameplan with cards like “Shadow Shift”, “Dune Smuggler”, “Murkwater Witch”, “Haunting Spirit” etc.
Mid-game, there are many creatures capable of quick removal, charge and/or restoring your health.
For the lategame, I’ve included some strong minions like Odavhiing, Red Bramman, Blood Magic Lord.
Possible replacements:
If you dont like the “Shadow Shift” + “Dune Smuggler” combo, it’s possible to play another 3-drop like “Varanis Courier” or “House Kinsman” plus any preferred 1-cost card.
“Haunting Spirit” and “Young Mammoth” could also be subbed with “Varanis Courier”, “Blacksap Protector”, “House Kinsman” and maybe even “Tree Minder”. I’ve tested all of those, but to me the first two seem most efficient. Especially “House Kinsman” is a two-edged sword, as he can save you games, but sometimes he destroys an enemy rune in the worst possible moment.
“Ungolim” is not really needed, he is just nice to have. Another “Shadow Shift” will work well, or “Voracious Spirggan” if you prefer a creature.
“Quin-Rawl Burglar” is also not much needed. I wouldn’t recommend to craft him, as he can easily be replaced with “Tazkad” (which I don’t own), “Night Shadow”, or any other decent 6-drop (“Wild Beastcaller” for ex).
“Nahagliiv” and “Red Bramman” are quite situational, but hard to replace as they can save your game in some cases.
Same with “Odavhiing” – I’d recommend to craft this asap, also because this card is usable in many decks.
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