- 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.
3 [card]Word Wall[/card]
3 [card]Shrieking Harpy[/card]
3 [card]Sorcerer’s Negation[/card]
3 [card]Thieves Guild Recruit[/card]
3 [card]Black Hand Messenger[/card]
1 [card]Galyn the Shelterer[/card]
3 [card]Giant Bat[/card]
3 [card]Indoril Mastermind[/card]
3 [card]Soul Tear[/card]
3 [card]Tree Minder[/card]
3 [card]Elusive Schemer[/card]
3 [card]Greybeard Mentor[/card]
3 [card]Lightning Bolt[/card]
1 [card]Namira’s Shrine[/card]
1 [card]Queen Barenziah[/card]
2 [card]Territorial Viper[/card]
3 [card]Fleeting Apparition[/card]
3 [card]Hallowed Deathpriest[/card]
2 [card]Mentor’s Ring[/card]
2 [card]Shadowfen Priest[/card]
2 [card]Ice Storm[/card]
3 [card]Odirniran Necromancer[/card]
3 [card]Genius Pathmage[/card]
1 [card]Red Bramman[/card]
1 [card]Supreme Atromancer[/card]
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During my first game I noticed that Pathmage on 12 summons quite the board and ends up with enough mana and a charge creature on board that there was some potential there. I quickly added two Mentor’s Rings and never looked back.
The deck is a pretty normal shout Telvanni but we’ve given a heavy emphasis on Fleeting Apparition, cutting away all bad targets for it. An average Fleeting Apparition in the deck is close to draw 4 or something along those lines. Even on an empty board, all combinations of effects are favourable (except bat 1st, but we need the bat for other stuff)
The key combo to the deck is having 12 mana open (Important and even a bit difficult depending on how much you’ve managed to ramp) Summon Pathmage into Necromancer into Giant Bat into Mentor’s Ring giving everything Drain and Charge. At minimum this is 4+3+5 but every additional Pathmage that summons a copy of itself is additional 4 drain charge. Won’t kill your opponent from full but is sure to be a surprise in your control mirrors and turn the tables in any tense race.
Catspaw: This is just a bad Mastermind to be honest. Card selection technically is already .5 of a card and receiving the card instantly is a massive benefit. The deck also doesn’t actually run that many sac outlets. If you want to run Mushroom Shouts, keeping Catspaw in is an option.
Therena: The only spells so influential we want excessive copies in the deck are Soul Tear and Fleeting. Otherwise she’s just a liability. If you want to run Spirit Knives for more powerful single target removal, cut Brynjolf for her.
Taz: No room for an extra win-con. We technically have a 3-off 12 point charge combo already. A massive liability against Tribunal control that’s rampant as they’re prone to stealing Taz.
Some problems currently with the deck are the bugs involved with Pathmage and Necromancer. Pathmage doesn’t pull stuff if he fills the lane, which is very unfortunate if you Galyn multiple copies of Pathmage into the deck and never pull a Necromancer when you’re comboing. Necromancer on the other hand has a bug where if you Soul Tear extra stats onto it and try leapfrog Necromancer into Necromancer, the second one won’t trigger. This is easy to get around, use your bigger Necromancer to pull bigger targets. How does a 6-mana 8/8 summon: Nahagliiv sound? Walue with a W, that’s what.
Edit: What’s even more walue? Necromancer into Atromancer. Surprisingly easy to keep recurring your Atromancer through Soul Tear -> Necromancer. Thinking of increasing the combo here to even include Giant Snake, but lvl 3 shout gets Red Bramman so there’s that.
Less Experiments and more spot removal. Dagoth is rampant and a recursive removal in a viper though Necromancer is a decent way to deal with stuff. Also had to add Ice Storm and remove Dragon Aspect for more reliable AoE.
Have fun with shouting at people And keep your hand size in check. Prone to overdrawing.