Deck List

deck-list-441 Deck
2 Execute
3 Dragontail Savior
3 Kvatch Soldier
3 Wind Keep Spellsword
3 Hist Grove
3 Tree Minder
3 Wrothgar Artisan
3 Edict of Azura
3 Hive Defender
3 Preserver of the Root
3 Piercing Javelin
3 Pillaging Tribune
3 Shadowfen Priest
2 Immolating Blast
1 Orb of Vaermina
1 Nahagliiv
1 Dawn’s Wrath
2 Blood Magic Lord
3 Mantikora
1 Miraak, Dragonborn
1 Odahviing

Artisan Control Spellsword

2 [card]Execute[/card]
3 [card]Dragontail Savior[/card]
3 [card]Kvatch Soldier[/card]
3 [card]Wind Keep Spellsword[/card]
3 [card]Hist Grove[/card]
3 [card]Tree Minder[/card]
3 [card]Wrothgar Artisan[/card]
3 [card]Edict of Azura[/card]
3 [card]Hive Defender[/card]
3 [card]Preserver of the Root[/card]
3 [card]Piercing Javelin[/card]
3 [card]Pillaging Tribune[/card]
3 [card]Shadowfen Priest[/card]
2 [card]Immolating Blast[/card]
1 [card]Orb of Vaermina[/card]
1 [card]Nahagliiv[/card]
1 [card]Dawn’s Wrath[/card]
2 [card]Blood Magic Lord[/card]
3 [card]Mantikora[/card]
1 [card]Miraak, Dragonborn[/card]
1 [card]Odahviing[/card]
X
Forgot your password?
Don’t have an account? Register now!
X
Facebook Login
Google Login

or register a Legends Decks account

Forgot your password?
Already have an account? Log in now!
endurance willpower
Spellsword deck
Control
50 cards
1 Execute 2

Execute

2 Dragontail Savior 3

Dragontail Savior

2 Kvatch Soldier 3

Kvatch Soldier

2 Wind Keep Spellsword 3

Wind Keep Spellsword

3 Hist Grove 3

Hist Grove

3 Tree Minder 3

Tree Minder

3 Wrothgar Artisan 3

Wrothgar Artisan

4 Edict of Azura 3

Edict of Azura

4 Hive Defender 3

Hive Defender

4 Preserver of the Root 3

Preserver of the Root

5 Piercing Javelin 3

Piercing Javelin

5 Pillaging Tribune 3

Pillaging Tribune

5 Shadowfen Priest 3

Shadowfen Priest

6 Immolating Blast 2

Immolating Blast

6 Orb of Vaermina 1

Orb of Vaermina

7 Nahagliiv 1

Nahagliiv

8 Dawn’s Wrath 1

Dawn's Wrath

9 Blood Magic Lord 2

Blood Magic Lord

10 Mantikora 3

Mantikora

11 Miraak, Dragonborn 1

Miraak, Dragonborn

12 Odahviing 1

Odahviing

02999939

Guard16
Prophecy3
Drain3
Ward3
Regenerate0
Pilfer0
Last Gasp0
Charge0
Breakthrough0
Lethal0
Text: Display Text Complete BBCode: Export BB Code File BB Code:
By: Serenias
View other Decks by Serenias
Posted: 1 week ago
Updated: 1 week ago
Up to date (Madhouse patch)
Crafting Cost: 17700crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.

0

Card Choices:

Execute: allow you to deals with annoying early game effectively. It usefulness goes down the longer the game goes, so keep it in the Mulligan if possible

Kvatch Soldier: good defensive early creature that can helps you effectively deals with Pilfer, such as Alkos/ Daring Cutpurse, in case you dont have your Execute ready.

Dragontail Savior: cheap and really powerful early creature. It can trade 1 for 1 with most early cards beside Mournhold Traitor

Wind Keep Spellsword: sticky early game creature that can even threaten the Mournhold Traitor. Appear in almost every deck with Purple

Worthgar Artisan: this card is an insanely powerful card, especially since there is no Hero Power in TES: Legend. The reason is, this card alone allows you to trade 1-for-1 or 0-for-1 as well as further develop your board, especially in the early stage of the game. Even when alone, this card itself challenges a whole lot of 3-drops, such as Housekinsman and still be able to survive. Some people may prefer Young Mammoth, but i believe this card is even stronger, as you can trade effectively instantly with the buff, rather than wait a turn for Mammoth to get online.

Hist Grove + Tree Minder: Your ramp packages that allow you to reach your big board clears or threats faster

Edict of Azura: powerful and flexible single target removal.

Hive Defender:
Value mid-range creature that almost game deciding against aggro deck

Preserver of the Roots:
Value mid-range creature that is better in a later stage than Hive Defender

Piercing Javelin:
Auto Include in every Yellow deck

Pillaging Tribune: Auto include in every Control Yellow deck, provide huge life swing turn that often seals the game

Shadowfen Priest:
really nice Silence with a body that can helps you deal with annoying creatures, especially when you miss your Execute early

Immolating Blast: a slap in the face for a lot of aggressive deck, and is the only way to deals with/minimizes damage from Hist Grove stacks

Orb of Vaermina:
notice that this deck does not run card draws? Rejoice, as this card will help you refill your hand quickly. This is also happen to be my favourite card of the game.

Nahagliiv:
auto include in almost all mid to late Purple decks. Give action base deck a serious and difficult threat to deals with, while also stopping the creatures’ aggression on the board. 10/10 card

Dawn’s Wrath:
reactive board clears that sometimes save your ass. You don’t want to include a second copy though due to how reactive and high cost it was

Blood Magic Lord:
a win-con himself, as Raise Dead is just a really stupid and overwhelming card

Mantikora:
powerful late-game tempo card. The nerf hits its versatility but we can still see its popularity in a lot of Yellow Control deck

Miraak, Dragonborn:
Win-con against slower deck

Ohdaviing:
win-con against some mid-range deck and a strong beatstick for Pillaging Tribune to heals.

Other consideration:


Young Mammoth and Crushing Blow:
those two are really strong on their own, but not as effective as Wrothgar Artisan to deals with early game. You will always want a strong board so you can ramp easily without getting run down, and Wrothgar Artisan brings big and immediate change to board state most of the time and faster than Young Mammoth and Crushing Blow. You have Hive Defender/ Preserver of the Roost and plenty of single target removals in the mid-game to effective get to the late game already

Night Shadow: Too slow and too expensive to my liking. It is not that necessary since you are trying to overwhelm the early game with Artisan and the heals also come quite late, as well as he is too easy to deal with.

Auroran Sentry: he makes it to some list, but i don’t thing he is worth it. Night Shadow heals you starting from 7-magicka onwards, while this card going to heals you at 8.5 ( your foe’s turn) or 9. If he is not removed by something else but battle, then you are good to go with at least 14 HP swing and potentially more. This is the dream scenario and won’t happen most of the time- reason why he did not make the cut

Share on:

Other spellsword Decks

30
Dec
Cheap N Buff 5.0
By: My_Khador_Kills
26
Dec
Mighty Spellsword
By: The Lusty Dovah…
25
Dec
dfgdfg
By: Omega_Massif
25
Dec
A whole lot of mess
By: James Traynor
20
Dec
Fenris: Shivering Night Blood (Legend+Guide)
By: ulfurfenris
19
Dec
Ramp Spellsword
By: GrakkOfShovels
19
Dec
Use Your Imagination
By: SirCris

No comments yet. Be the first to comment!
Reply
You must be logged in to reply.
Please  Log In or  Register
Rate article
Legends Decks
Add a comment