Table of Contents
Export
- 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.
- Profit!
Movebender
3 [card]Bewildering Speed[/card]
3 [card]Crown Quartermaster[/card]
2 [card]Morag Tong Aspirant[/card]
3 [card]Shadow Shift[/card]
3 [card]Caravan Enforcer[/card]
3 [card]Dune Stalker[/card]
1 [card]Grand Ball[/card]
2 [card]Mad Dash[/card]
3 [card]Mournhold Traitor[/card]
2 [card]Seyda Neen Courier[/card]
3 [card]Wardcrafter[/card]
3 [card]Cornerclub Gambler[/card]
3 [card]Dune Smuggler[/card]
3 [card]Sentinel Reclaimer[/card]
2 [card]Swift Strike[/card]
1 [card]Lightning Bolt[/card]
1 [card]Queen Barenziah[/card]
2 [card]Apex Predator[/card]
2 [card]Cliff Racer[/card]
3 [card]Gnarl Rootbender[/card]
1 [card]Spoils of War[/card]
Don’t have an account? Register now!
or register a Legends Decks account
Already have an account? Log in now!
Assassin deck
Aggro
1 | 11 | 17 | 11 | 2 | 8 | 0 | 0 |
Prophecy | 4 |
Ward | 4 |
Last Gasp | 3 |
Charge | 2 |
Slay | 2 |
Drain | 1 |
Guard | 1 |
Rally | 0 |
Regenerate | 0 |
Treasure Hunt | 0 |
Wane | 0 |
Wax | 0 |
Lethal | 0 |
Breakthrough | 0 |
Betray | 0 |
Exalt | 0 |
Invade | 0 |
Pilfer | 0 |
Assemble | 0 |
Plot | 0 |
Now… let me tell you about the secret sauce!
Gnarl Rootbender is the key piece that lets you cycle any unwanted actions that are clogging your hand. (Extra fun when you can draw two cards with Shadow Shift on Rootbender, or playing Bewildering Speed on two Rootbenders.)
I have a lot of fun with this deck because there are lots of decisions to make – e.g., lane placements can require thinking two steps ahead, and you need to decide whether to play out actions or save them for Rootbender draws. Plus, there are those big dramatic finishes with Swift Strike/Mad Dash/Seyda Neen Courier/Sentinel Reclaimer!
Keep things moving! Keep things gnarly!
Share on:
23 Comments
This deck is insane burst! Like the gnarl deck mech! I wanted to make use of the moves, so I added one Hidden Trail. I couldn’t delete a card so its 51 cards in my deck hehe.
Aspirants deal well with things like Prophecy Fighters Guild Recruits, give you a 1-drop, and the move effects make it easier to get the slay. As for Wardcrafter, that’s just an auto-include in every blue deck.
also, i just uploaded a very nice deck “Deathpriest” check it out in Tribunal or click on me for my most recent deck
For example, Shadow Shift is a card that you’ll often mulligan, but if you have a Caravan Enforcer or Mournhold Traitor in hand you might keep it.
And Seyda Neen Courier is a card you usually want to mulligan, but if it’s your only 2 you should usually keep it. Dune Stalker is a 2 you might mulligan if you have another 2 – UNLESS you have Dune Smuggler in hand, in which case you keep it…
But in generality:
Mulligan anything costing over 4 and mulligan all actions. There are exceptions (you might keep move actions with Dune Smuggler, might keep Lesser Ward with Mournhold Traitor, might keep Barenziah against Crusader) so there’s a good bit of playing it by ear.
I don’t have Morag Tong though, so for the moment I substituted them with Dominion Oathman. Ungolim and Bandaari is too slow in this deck, don’t you think? Alternatively, I’m thinking maybe Sixth House Amulet or Midnight Trespasser.
One issue is dealing with guard spam. There is no silence / intimidate / breakthrough.
Another issue is vs. anything with silence – kinda the same problem with an item based BM. If you really buff up one creature it just gets silenced or unsummoned.
Lethal is easier to work around because if playing it right you are nearly always in cover.
This deck usually can not end the game before turn 6, and due to that there are off the top of my head a couple better aggro decks in the meta that don’t have that many issues.
BM can bypass guards and can run silence, it is also not susceptible to silence as it’s mainly summon effects.
Face assassin has so many ways to deal damage directly to face and again not susceptible to silence…
When this deck gets good draw it really works, but with average draw it seems too weak against any decent control deck
But I completely disagree that “This deck usually can not end the game before turn 6”, I find that at least 50% of games I’ve won by turn 6 (frequently on turn 5.) Are you absolutely certain you’re looking for lethal every turn? A deck like this that can get crazy burst damage can be an adjustment to get used to, because even when the opponent is at 20-something health you can often burst them down in one turn with Swift Strike, Steel Swords, move buffs, etc. It’s very different than Face Assassin, which consistently deals damage from hand but rarely gets huge bursts. With this deck it’s not unusual to do over 20 damage on turn 6, so you have to CONSTANTLY be looking for lethal.
(And to an extent these “problems” with the deck are intentional – I like playing interactive decks, so to me having to trade into guards and not packing the deck with reach from hand is as much a playstyle decision as it is a decision based off power level. But my experience with the deck is that it performs very well so I don’t think those choices are suboptimal, they’re just a different playstyle than Face Assassin, so that might require some adjustment.)