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Token Warrior

3 [card]Nord Firebrand[/card]
3 [card]Rapid Shot[/card]
3 [card]Sharpshooter Scout[/card]
3 [card]Protector of the Innocent[/card]
3 [card]Silvenar Tracker[/card]
3 [card]Stormcloak Vanguard[/card]
3 [card]Northwind Outpost[/card]
3 [card]Raiding Party[/card]
2 [card]Skaven Pyromancer[/card]
3 [card]Stronghold Patrol[/card]
3 [card]Dushnikh Yal Archer[/card]
3 [card]Earthbone Spinner[/card]
3 [card]Disciple of Namira[/card]
3 [card]Markarth Bannerman[/card]
3 [card]Underworld Vigilante[/card]
3 [card]Doomcrag Vampire[/card]
3 [card]Vigilant Giant[/card]
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Last Gasp3
Treasure Hunt
To The Elder Scrolls: Legends: Export to The Elder Scrolls: Legends To BBCode: Export BB Code File BB Code:
By: MonsieurBonaire
View other Decks by MonsieurBonaire
Posted: 3 years ago
Updated: 2 years ago
Outdated (1.69 patch)
Crafting Cost: 14200crystal-7298281
Missing Soul Gems: Add your collection to see the soul gems you are missing.


Clockwork City Update 12/22/17

General Playstyle
vs Aggro – You are the control deck in these matchups. Use your multitude of pings to remove threats. Don’t break runes and try to set up for either a 1 or 2 turn kill.

vs Midrange – Most midrange decks have too high threat density and burn to play strictly control. In general you are breaking runes in these matchups and trying to race your opponent. Tempo is key in these matchups.

vs Control – It is important to squeeze out as much value out of your cards as you can. Disciple of namira can is your draw engine and doomcrag acts as your threat removal with pings and tokens. Archer deals with supports (mainly hist groves). Don’t break runes and instead try to set up for 1 turn lethal. You have a ton of burst from hand so often just getting a couple creatures to stick can give 26+ damage turns.

General Mulligan Guide

Always Keep – Rapid Shot, Stormcloak Vanguard, Northwind Outpost, Raiding Party
Sharpshooter Scout – Good keep vs aggro (crusader/battlemage)
Protector of the Innocent – Generally good keep vs aggro/midrange, bad against blue
Silvenar Tracker – Only keep with another ping effect, good against midrange
Skaven Pyromancer – Good against aggro (crusader/battlemage)



General Strategy
This is an aggro-control deck with a playstyle similar to Merric Battlemage. You want to control the board early with cards like pyromancer, rapid shots, sharpshooters, etc. Northwind outposts turn your firebrands into extremely efficient removal while the Disciple of Namira cycles all of your tokens. Doomcrag Vampire turns all of your ping effects into hard removal. The giants are your huge threats to apply pressure (belligerent giants provide tempo while the vigilant giants provide card advantage). Often if one sticks you can simply kill your opponent with burst from hand. This deck out-values the majority of control decks but lacks any form of health gain. Whether you want to break runes largely depends on the matchup and circumstances of the game. In general I would say to swing “carefully”. Against control usually never break runes until you can set up a two turn lethal. This deck is a ton of fun to play and very difficult but rewarding.

Card Choices
3x Nord Firebrand – The cornerstone and main token of the deck with many synergies. Acts as removal or burst.
3x Rapid Shot – Cheap cantrip that interacts with opponents board. Amazing card.
3x Sharpshooter scout – Another ping to interact with opponents board.
3x Northwind Outpost – 1 northwind outpost doubles the effectiveness of firebrands. 3 in play turns them into lightning bolts. Makes all of your strength minions apply more pressure as well as increase burst from hand
3x Silvenar Tracker – Very easy to give this guy charge with all the ping effects in the deck. Can be used as removal or burst.
3x Morkul Gatekeeper – Often used to buff tokens for removal. Upside prophecy.
3x Raiding Party – More tokens
3x Skaven Pyromancer – Interacts with board early
3x Valenwood Huntsman – Another ping and way to interact with board
3x Earthbone Spinner – Amazing reactive card. Silence is really important against wards/daggerfall mages/breton conjurers/etc. Silence also lets you kill things in the shadow lane.
3x Disciple of Namira – A great card to make sure you don’t run out of resources. Often it is correct to hold off on removal with tokens if you have disciple in hand before turn 5.
3x Grahtwood Ambusher – Prophecy, pings, combos great with doomcrag
3x Markarth Bannerman – More tokens
2x Shadowfen Priest – A weakness of this deck is your opponent playing heavily in the shadow lane, silence helps mitigate that. Also good against hist grove decks
3x Doomcrag Vampire – Ah the most fun and powerful card in the deck. Nothing is more satisfying than doomcrag + ambusher. This card turn your multitude of ping effects into hard removal. An amazing tempo play on turn 6/7 with firebrands/sharpshooters.
3x Belligerent Giant – Great tempo play. Applies a ton of pressure while buying time so you can burst your opponent from hand.
3x Vigilant Giant – Automatic 2-for-1 against control. Often too slow to play in certain matchups; vulnerable to cast out and belligerent giant. One of the only guards in the deck.

See also  Deck List

Potential Card Choices
Enchanted Plate – this card looked decent at first as semi cheap cycle and was in my original list. It took me awhile to cut it but I can say I’m very glad I did. It’s way too slow against aggro and midrange and not even great against control as most of your threats get hard removed anyway (javs and mantikoras).

Battlerage Orcs – also tested in my first iteration. not a terrible card but it is often just a really expensive token. does add a lot more burst from hand though. Overall there are better cards.

Lumbering Ogrim – I was using this card as a substitute for my missing doomcrags and it honestly performed quite well. It’s really bad against aggro but it applies and a ton of pressure against control. It’s also a lightning bolt magnet which increases the likelihood of bannerman living. A card I would definitely put in my sideboard if that’s ever a thing.

Mundus Stone – Another card I extensively tested. Ultimately came to the conclusion that it’s not good. The thought is getting drain on tokens is a great stabilization tool as well as wards. Interestingly I found that getting ward on a firebrand that I wanted to cycle with disciple was really anti-synergistic. Also the card is incredibly inconsistent with summon effects. For example, sharpshooter scout will gain the keyword before pinging while huntsman is after. This card rarely got me enough value for it to be worth the slot.

Night Shadow – Potentially the healing card this deck needs? Probably not. More 6 drops would be too clunky and it very vulnerable to shackle. Haven’t tested it but it could be alright.

Relentless Raider – Another card I haven’t tested. I really don’t think it’s necessary but it does increase otk potential. I think it’s just bad though. This card will stretch your resources too thin.

Suggestions? I’m open to ideas although I think this deck is optimized in it’s current form.


Overall 69-25

Prophecy Battlemage – Favored (8-2)
Mulligan – Rapid Shot, Raiding Party, Nord Firebrand, Sharpshooter Scout, Skaven Pyromancer, Valenwood Huntsman, Morkul Gatekeeper
This matchup is really straightforward; remove everything and minimize damage coming at your face. Don’t break runes unless you know you have an answer to his prophecies. Kill in one turn. If you don’t draw your early removal you can lose.

Midrange/Item Sorcerer – Slightly Unfavored (9-7)
Mulligan – Rapid Shot, Northwind Outpost, Raiding Party, Earthbone Spinner, Skaven Pyromancer, Sharpshooter Scout, Silvenari Tracker if you have a ping
This match up is interesting, I’ve had success playing aggro if you draw an aggressive hand (i.e. northwind outpost + raiding party). Most sorcerers run very few prophecies and staying ahead on life beats necromancers. They also don’t have efficient answers to 1 health tokens. Most of the time though you don’t draw an aggressive enough hand and you need play control style. Remove threats as efficiently as possible. Try to hold onto sharpshooter scouts if you have doomcrag in hand. Most of my wins came from stabilizing with turn 6/7 doomcrag followed by giants. Most sorcerers don’t have an efficient answer to vigilant giant so it’s a decent play on 8 if you’re not too behind on board. If it’s the gardener item version then the matchup is a bit easier because the deck is a bit slower.

See also  Deck List

Merric Battlemage – Even (6-4)
Mulligan – Rapid Shot, Northwind Outpost, Raiding Party, Skaven Pyromancer, Earthbone Spinner
Control the board efficiently in the early game. Around turn 7, the key to this matchup is PRESSURE PRESSURE PRESSURE! You want the merric player to be the one playing reactive. Remember there is no life gain in this matchup so threatening their life total is key. Don’t be afraid to break runes. Take efficient trades when they are there. When turn 9 comes around you cannot let the merric player play atromancer. You should be threatening to kill him if he plays atromancer; you often have more burst than him. Doomcrag for tempo is often correct, it is rarely right to save it for atromancer. If you get ahead on board belligerent giant wins you the game.

Control Mage – Favored (5-2)
Mulligan – Rapid Shot, Northwind Outpost, Raiding Party, Earthbone Spinner, Doomcrag Vampire, and Disciple of Namira
Play this matchup like a true control mirror. You will out-value practically any mage list. The way you lose this matchup is to multiple atromancers if you run out of removal, or never drawing northwind outpost/doomcrag. Don’t waste too many cards on hive defenders, only kill them if you can do it efficiently. The dream answer is disciple + 2-3 firebrands with 1-2 outposts in play. In general if you can cycle a lot of cards with disciple do it. Don’t waste doomcrags, especially if you know he’s running atromancer’s. Don’t give him 2-for-1’s with dawns wrath, play 1 minion in each lane. There aren’t good belligerent giant targets in mage so throwing it down on an empty board is fine. Once the mage starts running low on resources you can set up a two turn kill by swinging with creatures + tokens and creating a board he cannot clear. Care for odahviing though.

Control Spellsword – Slightly Favored (7-3)
Mulligan – Rapid Shot, Northwind Outpost, Raiding Party, Disciple of Namira, Doomcrag Vampire
I think this matchup depends largely on the spellsword’s build and skill. If he has ramp package you are in better shape because the deck has 5 support removals. If its a greedy list with 3x BML, 3x Mantikora, Miraak and Odahviing you’re likely to run out of removal. Hold northwind outpost until you can get value in the same turn; SS runs a ton of support removal. In the later stages hold it for burst when you all-in him. Otherwise play this matchup like the control mage matchup. Do not be afraid to all in if you think you have a good chance of winning. Try to set up two turn kills; saving outposts for these turns is key.

Ramp Scout – Favored (7-1)
Mulligan – Rapid Shot, Raiding Party, Earthbone Spinner, Marketh Bannerman, Doomcrag
With 5 support removals in the deck scout shouldn’t be able to proc a hist grove. Don’t over-commit resources to non threatening creatures. If the scout is running low on resources play the control game and don’t break runes. If the scout is not running low on resources (and neither are you) breaking runes is good as he will be constrained by magicka. You will out-value the scout in the long game.

Midrange Archer – Slightly Favored (7-2)
Mulligan – Rapid Shot, Northwind Outpost, Raiding Party, Sharpshooter Scout, Nord Firebrand if you have Northwind Outpost, Tracker if have a ping, Doomcrag Vampire is good keep if the rest of your hand is good
This matchup is similar to the midrange sorcerer but easier. Doomcrag wins games and they rarely have an answer. You can lose if you get behind on board early and don’t draw doomcrag.

See also  Deck List

Other – (20-3)

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