Legends:Kastus Thorn’s House

 
Search the house for clues.
Episode:Enter the Shadows
Opponent Name:Kastus Thorn
Opponent Class:IntelligenceAgilityAgility Assassin
Lanes:Field/Shadow
Starting Health:30
Special Conditions:Confide: Kastus Thorn starts with Sparring in play.
Kill: Kastus Thorn starts with To the Death in play.
Story Characters:Kellen, Kastus Thorn
Previous Quest:Cloudy Dregs Inn
Next Quest:Order of the Hour Barracks or Temple of Akatosh
Reward:3x Brotherhood Slayer
 
Kastus Thorn's House

Enter the Shadows: Kastus Thorn’s House[edit]

Kastus Thorn’s House is a location in Wayrest. You enter the house to search for clues of the Dark Brotherhood and find the assassin Kastus Thorn living there. You can then choose to Confide or Kill the assassin. Depending on your choice, Kastus Thorn will start the battle with either Sparring or To the Death in play and be told that “Only you or the assassin can survive this fight. Damage dealt to each of you is doubled”, or that you’ll “Prove yourself to the assassin. In this sparring match, damage dealt to players is reduced.”

Dialogue[edit]

Kastus Thorn
Pre-match
Kellen: As the hero searched the house, the assassin arrived home. The hero faced a choice: Confide in the assassin, or attempt to kill him, and complete his contract in his stead?
Confide:
During the match
Kastus Thorn: You wish to join our brotherhood? Very well. Show me your skills.
After the match
Kastus Thorn: You fight well. Here. Take my contract. The target is Markam Hawksmire, the corrupt head of the Order of the Hour guard. He’s likely at their barracks or the Temple of Akatosh.
Kill:
During the match
Kastus Thorn: Die, interloper!
After the match
Kellen: Searching the dead assassin’s home revealed a contract: The target was Markam Hawksmire, the notoriously corrupt head of the local Order of the Hour guard. He was likely hiding at the order’s barracks, or the Temple of Akatosh

Decklists[edit]

Confide[edit]

Normal
QuantityAttributesNameType (Subtype)MagickaPowerHealthRarityAbility
2IntelligenceBrutal AshlanderCreature (Dark Elf)1111Common CommonLast Gasp: Deal 3 damage to a random enemy.
1AgilityDaring Cutpurse ProphecyCreature (Khajiit)2221Common CommonProphecy
Pilfer: +1/+1
2AgilityGuild RecruitCreature (Argonian)2121Common CommonLethal
1IntelligenceHigh Rock SummonerCreature (Breton)2112Rare RareSummon: Put a random Atronach into your hand.
2IntelligenceSoul SplitAction21Common CommonSacrifice a creature to summon a 3/2 Sundered Shade in each lane.
1AgilityThieves Guild RecruitCreature (Argonian)2121Common CommonSummon: Draw a card. If it costs 7 or more, reduce its cost by 1.
3AgilityBrotherhood Slayer ProphecyCreature (Wood Elf)3331Common CommonProphecy
Slay: Put a Completed Contract into your hand.
3AgilityNimble AllyCreature (Wood Elf)3331Common CommonSummon: +1/+1 and Lethal if the top card of your deck is Agility.
3AgilitySanctuary PetCreature (Spider)3221Common CommonLethal
Summon: Shackle an enemy creature in this lane.
2AgilityVaranis CourierCreature (Dark Elf)3131Common CommonGuard
Last Gasp: Draw a card.
2IntelligenceFire Storm ProphecyAction42Rare RareProphecy
Deal 2 damage to all creatures in a lane.
2AgilityTerritorial ViperCreature (Reptile)4112Rare RareCharge, Lethal
2AgilityBandit AmbushAction53Epic EpicSummon two 1/1 Cruel Bandits in each lane.
1AgilityLeaflurkerCreature (Wood Elf)5433Epic EpicSummon: Destroy a Wounded creature.
1AgilitySpider LairSupport73Epic EpicOngoing

At the start of your turn, summon a random Spider.

1IntelligenceIndoril ArchmageCreature (Dark Elf)8664Legendary LegendaryGuard
Last Gasp: Deals 6 damage to all enemy creatures in this lane.
1AgilityNest of VipersAction104Legendary LegendaryFill a lane with Territorial Vipers.

Master
QuantityAttributesNameType (Subtype)MagickaPowerHealthRarityAbility
2AgilityBrotherhood AssassinCreature (Dark Elf)1334Legendary LegendaryLethal
Summon: Draw a card.
2AgilityFighters Guild Recruit ProphecyCreature (Argonian)2121Common CommonProphecy, Guard, Lethal
2IntelligenceHigh Rock SummonerCreature (Breton)2112Rare RareSummon: Put a random Atronach into your hand.
2AgilityThieves Guild RecruitCreature (Argonian)2121Common CommonSummon: Draw a card. If it costs 7 or more, reduce its cost by 1.
2IntelligenceSoul SplitAction21Common CommonSacrifice a creature to summon a 3/2 Sundered Shade in each lane.
3IntelligenceWardcrafterCreature (Breton)2212Rare RareSummon: Give a creature a Ward.
2IntelligenceDaggerfall MageCreature (Breton)3224Legendary LegendaryWard
When Daggerfall Mage’s Ward is broken, put a Tome of Alteration into your hand.
2AgilitySanctuary PetCreature (Spider)3221Common CommonLethal
Summon: Shackle an enemy creature in this lane.
2AgilityVaranis CourierCreature (Dark Elf)3131Common CommonGuard
Last Gasp: Draw a card.
3AgilityTerritorial ViperCreature (Reptile)4112Rare RareCharge, Lethal
1AgilityLeaflurkerCreature (Wood Elf)5433Epic EpicSummon: Destroy a Wounded creature.
1AgilityChaurus ReaperCreature (Chaurus)7541Common CommonSummon: Give all enemy creatures in this lane -1/-1.
1NeutralGoldbrandSupport74Legendary LegendaryUses: 3

Activate: Deal 2 damage to a creature, then increase the damage dealt by 2.

1IntelligenceWispmotherCreature (Spirit)7553Epic EpicWhen you summon a creature that costs 2 or less, summon a copy of that creature in the other lane.
1AgilityEclipse BaronessCreature (Dark Elf)8553Epic EpicSummon and Last Gasp: Draw a card and reduce its cost by 2.
1IntelligenceIndoril ArchmageCreature (Dark Elf)8664Legendary LegendaryGuard
Last Gasp: Deals 6 damage to all enemy creatures in this lane.
1AgilityNest of VipersAction104Legendary LegendaryFill a lane with Territorial Vipers.
1IntelligenceSupreme AtromancerCreature (Breton)10334Legendary LegendarySummon: Summon a Flame Atronach in each lane.
When you summon another creature, deal 2 damage to your opponent.

Kill[edit]

Normal
QuantityAttributesNameType (Subtype)MagickaPowerHealthRarityAbility
2IntelligenceDaggers in the DarkAction01Common CommonEquip a Steel Dagger to a random friendly creature in each lane.
3IntelligenceFireboltAction11Common CommonDeal 2 damage to a creature.
2AgilityMournhold TraitorCreature (Dark Elf)2443Epic EpicLast Gasp: Your opponent summons a 2/1 Mournhold Guardian with Guard.
2AgilityThieves Guild RecruitCreature (Argonian)2121Common CommonSummon: Draw a card. If it costs 7 or more, reduce its cost by 1.
3AgilityBrotherhood Slayer ProphecyCreature (Wood Elf)3331Common CommonProphecy
Slay: Put a Completed Contract into your hand.
3AgilityGiant BatCreature (Beast)3221Common CommonCharge, Drain
2AgilityMalefic WreathAction32Rare RareGive a creature -2/-2.
2AgilityNimble AllyCreature (Wood Elf)3331Common CommonSummon: +1/+1 and Lethal if the top card of your deck is Agility.
1AgilitySanctuary PetCreature (Spider)3221Common CommonLethal
Summon: Shackle an enemy creature in this lane.
2AgilitySwift StrikeAction32Rare RareGive a creature an extra attack this turn.
2AgilityThieveryAction31Common CommonDeal 3 damage to your opponent and gain 3 health.
1AgilityDeshaan AvengerCreature (Dark Elf)4332Rare RareLast Gasp: Summon a 3/3 Deshaan Sneak.
3IntelligenceElusive SchemerCreature (Dark Elf)4312Rare RareSummon: Draw a card.
Last Gasp: Shuffle a 0-cost Elusive Schemer into your deck.
2IntelligenceLightning Bolt ProphecyAction41Common CommonProphecy
Deal 4 damage.

Master
QuantityAttributesNameType (Subtype)MagickaPowerHealthRarityAbility
2AgilityBrotherhood AssassinCreature (Dark Elf)1334Legendary LegendaryLethal
Summon: Draw a card.
3IntelligenceFireboltAction11Common CommonDeal 2 damage to a creature.
2AgilityVoracious SprigganCreature (Spriggan)1211Common CommonDrain
3AgilityDaring Cutpurse ProphecyCreature (Khajiit)2221Common CommonProphecy
Pilfer: +1/+1
2AgilityMournhold TraitorCreature (Dark Elf)2443Epic EpicLast Gasp: Your opponent summons a 2/1 Mournhold Guardian with Guard.
2IntelligenceShrieking Harpy ProphecyCreature (Harpy)2212Rare RareProphecy
Summon: Shackle an enemy creature.
2AgilityBrotherhood Slayer ProphecyCreature (Wood Elf)3331Common CommonProphecy
Slay: Put a Completed Contract into your hand.
2IntelligenceCamlorn HeroCreature (Breton)3421Common CommonSummon: Deal 2 damage to your opponent.
2AgilityGiant BatCreature (Beast)3221Common CommonCharge, Drain
2AgilityThieveryAction31Common CommonDeal 3 damage to your opponent and gain 3 health.
3IntelligenceLightning Bolt ProphecyAction41Common CommonProphecy
Deal 4 damage.
1AgilityMoonlight Werebat ProphecyCreature (Beast)4423Epic EpicProphecy, Drain
2AgilityCliff RacerCreature (Reptile)5442Rare RareCharge
2IntelligenceSpear of Embers ProphecyItem52Rare RareProphecy
+3/+3
Instead of equipping Spear of Embers, you may throw it at an enemy creature to deal 3 damage.

Strategy and Example Deck[edit]

Confide[edit]

Strategy

The Sparring support slows down the game significantly, meaning that early aggression is not easy with smaller creatures. The opponent’s larger creatures do allow board control; later-game threats can become overwhelming if allowed to persist.

Notes
  • An aggro style may be difficult to pull off due to the halving of damage; however with rapid aggression and a powerful curve, one may be able to pull off an aggro deck.
  • A control style must be defensive in order to defeat the larger threats; removal is important in a control style—advice which is applicable to many control decks.
  • A midrange style will suffer from some of the opponent’s later-game threats if not adequately prepared to deal with them.
Deck Exemplar
UESP’s Deck
QuantityAttributesNameType (Subtype)MagickaPowerHealthRarityAbilityInformation
3WillpowerExecuteAction11Common CommonDestroy a creature with 2 power or less.This card can function as early removal, being able to easily deal with cards like Daggerfall Mage before its effect can be triggered, and eliminating small guards like Varanis Courier and Fighters Guild Recruit.
3WillpowerSolitude StalwartCreature (Imperial)1221Common CommonA card with little in the way of notability; this card’s stats are versatile for the cost and in early stages of the game can be used effectively to fight for board control.
3WillpowerBruma ProfiteerCreature (Imperial)2322Rare RareWhen you summon another creature, you gain 1 health.A card with respectable stats, its main utility lies in its health-gaining ability, which can allow the game to last through the mid- and late-game turns wherein the opponent is able to push damage.
3IntelligenceWardcrafterCreature (Breton)2212Rare RareSummon: Give a creature a Ward.An immensely useful card commonly seen in many control decks, Wardcrafter allows your creatures to survive trading or actions like Ice Storm, with a respectable body for its cost.
3WillpowerArrow StormAction32Rare RareDestroy all enemy creatures with 2 power or less in a lane.An early-game removal action allowing many early creatures to be removed from the board, this can be rather useful in early turns. In later turns, it can function as a more expensive Execute, serving as a three-cost action to remove the opponent’s guards like the aforementioned Varanis Courier and Fighters Guild Recruit.
3WillpowerGrisly GourmetCreature (Nord)3212Rare RareSummon: Transform an enemy creature with 2 power or less into a Sweet Roll.A card to deny Daggerfall Mage‘s ward-break effect and Varanis Courier‘s last gasp effect, this card serves as Execute with the benefit of a body and Sweetroll‘s ability to heal your creatures to lend them additional survivability.
3WillpowerThieves Guild ShadowfootCreature (Khajiit)3222Rare RareSummon: Steal the top card of the opponent’s deck and replace it with a Counterfeit Trinket.A card that can deny value to your opponent while gaining value for oneself, this card allows a pre-emptive removal of the opponent’s cards. It has a reasonable potential to steal cards which could prove important; and its body, though small, is able to trade.
3IntelligenceDres RenegadeCreature (Dark Elf)4442Rare RareGuard
Other friendly creatures are immune to Shackle.
A respectable guard for its cost, it can prevent damage from reaching face or guard creatures against the opponent’s, its real value lies in its ability—it can allow cards to be unshackled after Arrest or Shrieking Harpy.
3IntelligenceElusive SchemerCreature (Dark Elf)4312Rare RareSummon: Draw a card.
Last Gasp: Shuffle a 0-cost Elusive Schemer into your deck.
This card serves as card draw; its last gasp ability allows more creatures on board without emptying hand. Card draw is immensely useful in many control games, and this card is extremely useful for Intelligence decks.
3WillpowerHive DefenderCreature (Kwama)4362Rare RareGuardThe classic high-health guard, Hive Defender’s high health can’t be removed by many creatures on the first attack—a fact which, when combined with its respectable three power, allows it to not only slow down the opponent’s assault and protect creatures, but to also remove and weaken the opponent’s board. Hive Defender is a staple in many defensive decks due to this, and this one is no exception.
3IntelligenceLightning Bolt ProphecyAction41Common CommonProphecy
Deal 4 damage.
As an extremely common card in Intelligence decks of all stripes, Lightning Bolt is reasonably well-known. With the ability to deal damage anywhere, including creatures on both sides of the board and face, the prophecy ability becomes extremely useful. Its main utility in this deck is to serve as removal; four damage can kill many creatures.
3WillpowerWrit of ExecutionAction41Common CommonChoose an enemy creature. At the start of your turn, destroy it and put a Completed Contract into your hand.A card that can be rather slow, its ability allows for both the removal of a creature and the ability to use a Completed Contract to ramp into early removal. This card is adequate removal, and can be effectively used in this match.
3WillpowerPiercing Javelin ProphecyAction51Common CommonProphecy
Destroy a creature.
A five-cost removal action, its popularity is derived from its prophecy—this card can be crippling from runes, as well as being perfectly sufficient removal in and of itself.
3IntelligenceIce StormAction63Epic EpicDeal 3 damage to all creatures.The classic Intelligence board clear, Ice Storm can be used to remove a large amount of small creatures, and is perfect to play after a Nest of Vipers or Supreme Atromancer, allowing one to easily remove opponent’s creatures in one fell swoop.
3WillpowerArrestAction72Rare RareSteal an enemy creature. It loses Guard, and is permanently Shackled.A card with perhaps more utility in Master mode than Normal, this card allows for the removal of threats like Indoril Archmage, whose last gasp can then be used by its new owner; Eclipse Baroness, to whom the same applies; Wispmother, whose ongoing effect is not to be misunderestimated; or other cards with Last Gasp abilities.
3IntelligenceSpirit KnifeAction71Common CommonDeal 7 damage to a creature. Draw a card.This card is, in effect, a removal action with seven damage exceeding the health of all of the opponent’s creatures, it also draws a card afterwards meaning that it doesn’t deny its wielder value.
1IntelligenceAncanoCreature (High Elf)8554Legendary LegendaryBreakthrough

Summon: Deal 5 damage.

Your actions have Breakthrough.

An extremely easy-to-obtain Legendary, with a copy being available in the Ancano’s Cunning theme deck, Ancano’s summon ability can serve as removal in conjunction with its respectable stats. Its ability can force you to deal facial damage with cards like Lightning Bolt and Spirit Knife, but the value of its body and summon far outweigh any potential shortcomings.
1NeutralOdahviingCreature (Dragon)1210104Legendary LegendarySummon: Deal 4 damage to all enemy creatures.An extremely potent board clear, it can save one after a Nest of Vipers or Supreme Atromancer. As a legendary, it can be difficult to obtain, and as a unique it could stand to be replaced without too much impact.

Kill[edit]

Strategy

The To The Death support speeds up the game significantly, meaning that early aggression is significantly more powerful with smaller creatures. The opponent’s drain creatures allow large damage to be pushed while also healing dramatically, and what would be considered survivable damage like Lightning Bolt could be considered a serious threat. However, if the initial control is weathered and one is allowed to stabilize, then little damage will be pushed by the opponent.

Notes
  • An aggro style is easiest to pull off; however the opponent does have enough control tools to catch one off-guard and remove threats. This, however, does prevent large damage being pushed to face.
  • A slower style will result in a quick defeat.
  • Using prophecies can be greatly beneficial when the speed of damage pushed to face is considered.
Deck Exemplar

UESP’s Deck
QuantityAttributesNameType (Subtype)MagickaPowerHealthRarityAbilityInformation
3WillpowerCheydinhal SapperCreature (Imperial)1131Common CommonDrainAn inexpensive creature with Drain, its high health and low cost can allow it to survive trades with low-health enemy creatures. When played in conjunction with the To the Death condition, it can heal you for more dramatic amounts when attacking face.
3WillpowerExecuteAction11Common CommonDestroy a creature with 2 power or less.An inexpensive removal action, Execute can remove some of the opponent’s lower-power creatures such as Daring Cutpurse before they are allowed to develop into threats.
3StrengthSharpshooter Scout ProphecyCreature (Wood Elf)1111Common CommonProphecy
Summon: Deal 1 damage.
An inexpensive prophecy, Sharpshooter Scout’s summon ability can even out trades against the opponent, or outright kill creatures. If necessary, it also has the ability to push damage to face.
3StrengthCircle Initiate ProphecyCreature (Nord)2221Common CommonProphecy
Beast Form: +2/+1
An inexpensive prophecy, its real utility lies in its beast form. When changed into its werewolf form, it has very good stats for trading and can deal eight damage to face. In addition, the opponent will prioritize the removal of this creature, meaning that cards such as Lightning Bolt won’t become an instant eight damage to one’s own face.
3StrengthGraystone Ravager ProphecyCreature (Orc)2411Common CommonProphecyAn inexpensive prophecy, Graystone Ravager can trade with creatures at almost any point on the opponent’s curve. Its ability to deal eight damage to face will force the opponent to spend removal on it, preventing actions like Lightning Bolt from winning the game for the opponent.
3WillpowerPriest of the Moons ProphecyCreature (Khajiit)2221Common CommonProphecy
Summon: You gain 2 health.
An inexpensive prophecy, its summon ability can assist in surviving the opponent’s onslaught. Its main utility lies in the ability to play it during the opponent’s turn to trade with a creature on yours, if one is lucky enough to play it off a rune.
3WillpowerVivec City PilgrimCreature (Nord)2221Common CommonDrain
Exalt 3:
+2/+2
A creature useful in the early- and mid-game, Vivec City Pilgrim can heal for large amounts due to its Drain, which can be considered in conjunction with To the Death. Its exalt ability allows one to choose the best time to play it, and because of its Drain then the opponent will attempt to remove it.
3StrengthWillpowerWillpowerCrusader’s AssaultAction32Rare RareGive a creature +2/+0, Breakthrough and “Slay and Pilfer: Draw a card” this turn.Crusader’s Assault can provide additional draw power later in the game or simply serve to bolster creatures’ power for trading or to increase the effectivity of Drain.
3WillpowerGrisly GourmetCreature (Nord)3212Rare RareSummon: Transform an enemy creature with 2 power or less into a Sweet Roll.A card to deny Daggerfall Mage‘s ward-break effect and Varanis Courier‘s last gasp effect, this card serves as Execute with the benefit of a body and Sweetroll‘s ability to heal your creatures to lend them additional survivability.
3WillpowerKhuul LawkeeperCreature (Dark Elf)3162Rare RareGuard, RallyA guard with health higher than nearly all of the opponent’s creatures’ attack, Khuul Lawkeeper can be played to vastly decelerate the game. If it is allowed to survive, then its Rally can allow other creatures far more utility as the game progresses.
3StrengthMorkul Gatekeeper ProphecyCreature (Orc)3221Common CommonProphecy, Guard
Summon: Give a creature +2/+0.
Morkul Gatekeeper’s utility lies in its ability to increase other creatures’ power; its flexibility allows drain creatures to heal for more; for trades to be more even; and simply to end the game faster. Its prophecy means it can be played to disrupt the opponent’s turn; this is one of the reasons for this card’s popularity in aggro decks.
3WillpowerRiverhold EscortCreature (Khajiit)3162Rare RareGuard
Pilfer: Move.
A guard with a higher health than most of the opponent’s creatures’ power, it can dramatically decelerate the game by prevent damage from going to face. Its Pilfer means that it can defend either lane even after being played.
3StrengthCandlehearth BrawlerCreature (Nord)4252Rare RareCharge, GuardA guard with a higher health than most of the opponent’s creatures’ power, its main utility lies in its Charge. This allows for efficient trading in conjunction with defending the board to prevent face damage, or simply to push damage to the opponent’s face later in the game.
3WillpowerHive DefenderCreature (Kwama)4362Rare RareGuardThe classic high-health guard, Hive Defender’s high health can’t be removed by many creatures on the first attack—a fact which, when combined with its respectable three power, allows it to not only slow down the opponent’s assault and protect creatures, but to also remove and weaken the opponent’s board. Hive Defender is a staple in many decks due to this, and this one is no exception.
3WillpowerMoonmoth CastellanCreature (Imperial)4431Common CommonGuard
Plot:
Put a random Guard into your hand.
Moonmoth Castellan’s stats can block most of the opponent’s creatures. However, its value is seen in its Plot, which places another guard into one’s hand. This allows for more defensive cards to be played, and can refill the hand if cards are running dry.
1StrengthWillpowerWillpowerTyr ProphecyCreature (Nord)4544Legendary LegendaryProphecy, Breakthrough, GuardSimply back-breaking as a prophecy, Tyr also has utility when played naturally. Tyr can block most of the opponent’s creatures, and qualifies to be removed. Additionally, Tyr’s breakthrough can help end the match later in the game. As a legendary, it may be hard to obtain; though, of course, a copy can be earned from the Interlude. However, as a unique legendary, Tyr’s absence from the deck could go unnoticed.
3WillpowerPiercing Javelin ProphecyAction51Common CommonProphecy
Destroy a creature.
A five-cost removal action, its popularity is derived from its prophecy—this card can be crippling from runes, as well as being perfectly sufficient removal in and of itself.
1NeutralOdahviingCreature (Dragon)1210104Legendary LegendarySummon: Deal 4 damage to all enemy creatures.An extremely potent board clear, it can be a touch expensive in this match. Its main utility is seen later in the game; where it can be used to clear off the last remnants of the opponent’s board and then deal 20 damage to face. As a legendary, it can be difficult to obtain, and as a unique it could stand to be replaced without too much impact.

Prev: Cloudy Dregs InnUp: The Fall of the Dark BrotherhoodNext: Order of the Hour Barracks or Temple of Akatosh

See also  Legends:Emperor's Attendant
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