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Mighty Tower

3 [card]Barrow Stalker[/card]
2 [card]Shrieking Harpy[/card]
3 [card]Sorcerer’s Negation[/card]
3 [card]Wardcrafter[/card]
3 [card]Aundae Clan Sorcerer[/card]
3 [card]Daggerfall Mage[/card]
3 [card]Tree Minder[/card]
3 [card]Vigilant Ancestor[/card]
3 [card]Bonewalker[/card]
3 [card]Hist Grove[/card]
3 [card]Lightning Bolt[/card]
3 [card]Rising of Bones[/card]
2 [card]Shadowfen Priest[/card]
1 [card]High King Emeric[/card]
3 [card]Ice Storm[/card]
3 [card]Mighty Conjuring[/card]
1 [card]Ancano[/card]
3 [card]Blood Magic Lord[/card]
2 [card]Mushroom Tower[/card]
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ashcorp_logo-5896131
endurance-6941954 intelligence-7648168
Sorcerer deck
Mid-Range
50 cards
See also  Deck List

00111212249

Guard12
Prophecy8
Ward7
Betray5
Drain3
Slay3
Breakthrough1
Regenerate0
Rally0
Wax0
Wane0
Treasure Hunt0
Lethal0
Exalt0
Charge0
Invade0
Last Gasp0
Pilfer0
Assemble0
Plot0
To The Elder Scrolls: Legends: Export to The Elder Scrolls: Legends To BBCode: Export BB Code File BB Code:
By: Lyra
View other Decks by Lyra
Posted: 1 year ago
Outdated (Mudcrab patch)
Crafting Cost: 23700crystal-4233809
Missing Soul Gems: Add your collection to see the soul gems you are missing.

+2

Midrange deck playing around Mushroom Tower and Blood Magic Spells.

The goal of the deck is to generate Blood Magic Spells via Aundae Clan Sorcerer and Blood Magic Lord and then double each one that isn’t a Gargoyle via Mushroom Tower and Betray.

It was tough deciding if this was a midrange deck or a control deck. With ramp, a high upper curve, and an overall kit that benefited from controlling the board, it seemed like a control deck. However from my experience in playing it the game rarely lasted past turn 10 or so, because it could output so much damage on average by that point. So I decided it’s just a midrange ramp deck.

The deck’s damage output comes from Lava Atronach via Mighty Conjuring (thank you Vigilant Ancestor), Blood Magic Lord, and any Drain Health Blood Magic Spells you collect. In a perfect world you play Blood Magic Lord on curve, put Emeric, Ancano, Lava Atronach, or another BML in play turn 10, and OTK on turn 11 by playing Mushroom Tower + Drain Health. If that isn’t lethal damage or they disrupt your final attack, something silly like a Betray Lightning Bolt turn 12 should close it out. Like I said at the start though, my games rarely lasted past turn 10, and somehow that never involved losing to aggro. Lava Atronach good unit I guess.

See also  Deck List

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