Legends:The Rescue

 
Rescue a sorcerer from a tribe of goblins.
Act:2
Opponent Name:Goblins
Opponent Class:Agility Agility
Lanes:Field/Shadow
Starting Health:30
Story Characters:Kellen, Tyr, Laaneth, Lord Naarifin
Previous Quest:Unwelcome Intrusion
Next Quest:Tangled Web
Reward:Dunmer Avengers deck
10 Gold
 
Goblins

Chapter 11: The Rescue[edit]

The Rescue is the third battle of Act II. You and Tyr try to save Tyr’s friend, Laaneth, from goblins.

Strategy[edit]

Your opponent plays a very standard aggressive goblin deck. On turn 4, Laaneth will warn you about a powerful chief referring to Goblin Skirmisher. This is the most dangerous card of your opponent, but it’s still randomly shuffled through its deck. This means that the impact of the card can vary quite a lot dependent on luck. You should take care to not get flooded by small and cheap goblins that will become impossible to deal with when the Goblin Skirmisher is played. Other high priority cards are three copies of Murkwater Savage and Murkwater Shaman. With a small collection, cards like Crushing Blow can help to destroy them. Adding several Prophecy and Charge cards should make this match quite easy to win.

Dialogue[edit]

Pre-match:

Kellen: “The Cultists had taken refuge in an ancient ruin. Only to fall prey to its ferocious new inhabitants.”
Tyr: “Laaneth!”
Laaneth: “I could use a little help here.”

During the match:

Laaneth: “Thanks for the rescue.”
Tyr: “Are all the cultists dead?”
Laaneth: “I think so. And if we’re not careful, we’ll be too.”
Laaneth: “Be careful. The goblins had a powerful chief with them when I first arrived. You’d better finish off as many of them as we can before he comes back.”

Post-match

Kellen: “Laaneth had learned that the cult was secretly led by Lord Naarifin, the Dominion warlord who had captured the Imperial City.”
Kellen: “To bring about the prophecy, he intended to sacrifice all of the city’s inhabitants.”
Kellen: “Laaneth suggested they seek out the Imperial Army, then in exile in Skyrim, and warn the emperor of Naarifin’s plot.”

Goblins’ Deck[edit]

Goblins
QuantityAttributesNameType (Subtype)MagickaPowerHealthRarityAbility
1AgilityCurseAction02Rare RareGive a creature -1/-1.
3AgilityMurkwater GoblinCreature (Goblin)0011Common CommonMurkwater Goblin has +2/+0 on your turn.
3AgilityArrow in the KneeAction11Common CommonShackle a creature and deal 1 damage to it.
3NeutralSteel DaggerItem11Common Common+1/+0
3AgilityMurkwater WitchCreature (Goblin)2112Rare RareGuard
Summon: Give a creature -1/-1.
3AgilityGoblin SkulkCreature (Goblin)3232Rare RarePilfer: Draw a random 0-cost card from your deck.
3AgilityThieveryAction31Common CommonDeal 3 damage to your opponent and gain 3 health.
3AgilityMurkwater ButcherCreature (Goblin)3321Common CommonIf Murkwater Butcher is in your hand during your first turn, reduce his cost to 1.
3AgilityMurkwater SavageCreature (Goblin)3222Rare RareWhen you summon another Agility creature, Murkwater Savage gains +1/+1.
3AgilityMurkwater ShamanCreature (Goblin)4333Epic EpicAt the start of your turn, put a Curse into your hand.
1AgilityMurkwater SkirmisherCreature (Goblin)4443Epic EpicSummon: Give all other friendly Goblins +2/+2.
1AgilityRansack ProphecyAction62Rare RareProphecy
Deal 3 damage and gain 3 health.

Prev: Unwelcome IntrusionUp: The Forgotten HeroNext: Tangled Web

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