The Elder Scrolls: Legends

The Elder Scrolls: Legends

shoot me! my best decks are...a nearly all green animal deck and a ramp aggro warrior.
i have my ramp dragon of course, but meeh, it just is boring as hell and doesn t win as much s before anyway^^
it also is the only deck i went on a site to compare to top players, this resulted in me not considering it a deck of my own.

but back to my crappy decks: they win, i ve been playing them the last 2 days to take a shot at the 3 monthly cards(i don t do twitch since august and don t touch this game more than 5-6 times a month now, kinda need my crystals)

went from rank 4 to 1 in rougly 6 hrs.

hell, i write this post because i'm beaming right now, not that i achieve anything, but its just is fun to make decks and see them perform very nastily.

the green animal deck is an old deck that got me to legend in july, it was pure green, now its green yellow(3 yellow cards), it was superweird, i had built it when i had no idea the guys playing the odd histgrove were called rampers, and god knows 75% of decks were ramp at that time^^
it's not aggro, its not control, its not ramp, its probably " win whatever way possible with your suboptimal cards( i think it still has only one legendary card in it: taazdak.)

this deck was rendered ineffective in the last months, but now, well, looks like the guys don't play decks that bother it anymore: it is GLORIOUS.
it's pretty crappy on paper still, but i probably , out of stubborness or OCD, learned how to play it with 0 mistakes, and now that it gets a chance in the current fad, well, it works and i frequently deal 44 damage with one creature turn 7, just like a blue object deck, but simpler.

my new deck is purple-red.
i made one because the last 2 months i ve been trying to build a ramp that is not scout, and tbh, its a failure: they do work a bit, but they are subpar to a ramp dragon, they are just less effective in the gain HP domain and stall domain, and that makes them rely on draws too much to be versatile.
after such conclusions, i tried red dragons with no ramp...its super fun to burn to death ennemy creatures but thats about it.(but its damn awesome, you should try slapping every damage dealing card you have and see what i does, you ll lose often but when you win...oh boy^^))

2 days ago, i thought, what the hell, lets try the combo i don t like playing, lets try ramp red!
and i had a crazy idea:

ramp necromancy deck...without putting my 3 skeletall dragons in.

pretty stupid on paper.

damn, this is brilliant actually!
skelly dragons are awesome, but honestly they are just 5/5 guards that cost 8 and they don t seem to work optimally other than in ramp scout(the extra ramp 3/5 guards make a world of difference on them)
besides, i have 3 copies of the 5/5 red purple "i deal 5 to your face if you kill me" and i want to play them for a change.
so no dragon it is!

initially, 2 days ago, i got a 8-1 with it(the defeat was the first game where i had no idea how to play) it, and i was thinking it would change pretty soon, as i slapped about any card that looked cool in it with no real deep plan other than " yeah, i'll draw dead creatures"

but yesterday i saw the freaking light! my deck was a billion times better than the guy who thought of it^^
yesterday, out of my butt, turn 6-8 it entered a cycling pattern where ...well it summoned for free 3 6/5 trample charge drain vampires, 3 blood lords and their spell, after having emptied my cemetary from any other creatures. and this could have gone on...forever , had my opponent survived.
all i have to do to reach that, or similar (slightly less optimal) patterns is to use my sould tears on...my 1/1 ramp argonians.

it's...and aggro ramp!
screw you slow skelly dragons!, i don t even think my ramp dragon ever got a 17-1 in highish ranks.
screw you ramp dragons you don t ramp as well even if you have more ramp cards.

don't care if i get brought back to reality when i hit legend, don t care if i fall back to a 50ish% winrate, don t care at all, i love my decks for now and that is all that matters.


this leads me to questions: are werewolves in the beast form considered animals? Are kwamas animals?


my advice for casual players: be stubborn on decks/ ideas you like, even if your deck is not a guide deck, there is a way to make them just a good if you know them well, i've always hit legend every month and never ever did use a guide deck, always used weird monocolors/ subpar stuff instead.
Guide decks are only needed to reach top legend ranks, and i obviously am just legend 1700ish^^


and as i expect sad people to get all grumpy on my thread because they can, i add a:
yay for me!

i don t seek advice, cristicism, i m just sharing my good mood :)
good mood is cool.
Τελευταία επεξεργασία από happy; 25 Νοε 2017, 4:25
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The good old Spriggan/Animal Monk deck? I haven't bothered playing it (I don't want to craft cards I'll use super rarely, I'm missing some Spriggans), but I heard it's pretty fun. It's also not common, so you'll definitely catch some opponents unawares, and that's the best way to win anyways. Warrior decks are pretty fun too, but I haven't played any of the ramp versions yet. Glad it's working out for you.

By the way, type in "Animal" in the collection screen and it should show them all. Same works for "Undead" showing all the Skeletons, Spirits, Vampires, etc.
Can you post that decks of yours here:
https://www.legends-decks.com/ ?
"By the way, type in "Animal" in the collection screen and it should show them all. Same works for "Undead" showing all the Skeletons, Spirits, Vampires, etc."

pretty cool, i obviously did not know, thanks.

Αναρτήθηκε αρχικά από MAGE:
Can you post that decks of yours here:
https://www.legends-decks.com/ ?

nope, my internet is so bad it takes me 5 minutes to just even open the damn page^^, not even speaking about updloading^^
i can put steam screenies here though, and will if you care to look at them(later in the day though)
Yes, please. I'm especially interested with ramp warrior, cause i'm experimenting with this myself atm.
sadly my game is in my native language and switching to english doesn't have the planned effect.

so you'd better take lessons or know your red-purple cards really well.
apologies, it should be readable still as roots are often shared, but yup, it sucks.
ask if you need to.

nonetheless:

http://steamcommunity.com/sharedfiles/filedetails/?id=1211424679


for early game, it's pretty straight forward: use any creature under 5 magicka cost to bash enemy stuff while ramping, its your only goal, you have good body and enough to hold an aggro back(don t hesitate to use cards just for the body, even the 4/4 guard that costs 4 without its guard ability)

just trade, if you get board control(which can happen oddly enough) break a rune, its always nice to have a guy at 21 and your opponent normally dies with a near full hand anyways.

the fun starts at 6 magicka.
http://steamcommunity.com/sharedfiles/filedetails/?id=1211424328

normally, at that point you have a cemetary pile, most likely with a treeminder(the 1/1 ramp lizard).
don't stop ramping! use any soul tear on treeminders if you have no ramp dragon in hand, remember, your low cards have good body for low cost, so you can continue on playing some, they still do well, and your late game is all about getting free cards, so the soul tears shine more used very early, to ramp.

i chose those low cost cards specifically to keep being useful middle to late game while not hindering my later costlier drops.

for late game, understand anything after YOUR 6 magicka threshold, its a nightmare for your opponent. as any of your cards can be a killer with unstoppable rage and you have enough magicka to play both the creature and the spell on the same turn...and that often is turn 7 for your opponent.
furthermore, dropping an early gravesinger(the purple 10 cost 6/6 that summons dead creatures) is always awesome, it will either add extra ramp(ramp dragons) or just win you the game if you have a dead bloodlord.
usually gravesingers are rather bad as their effect leaves a lot of time for removal or silence, but since you pumped up like mad, your opponent will have wasted his removals/silence on dragons, bloodlords, hricine dude, etc(and you actually want your OP cards dead^^)

aggros decks may be just about to finish you off but they won't be able to, ramp decks only start to really be effective and take more time than your own(see my opinion about skelly dragons, great but require a bit of time to shine, too much), midrange just begin dropping real stuff one at a time.
and you either have enough magicka to combo unstoppbale rage, or have even better: the dirty gravesinger cycle of death.

note rthat the deck is pretty new and i clearly master my green one way better, so all i say is general ideas that have proven to work. It will take me a few more days to really understand eveything about it^^
you can clearly make the deck better(a second bloodlord if you have one), think of better things to put in it.
but maybe it works really well just because it's not carrying specific supports or cards to combo, it just generally, whatever hand you get, works well.

Gortworg gro-nagorm was crafted/included last night and hasn t been tested yet, it takes the place of a hircine thingie(same cost, red furry thing that multipe strikes)

the vampires, i dunno, for now they are cool to get some hps back, when they come back with charge, they are pretty nice, but maybe they can be ditched for something better.
but the whole deck is about giving charge to late dead creatures...so

i often end up having an unstoppable rage and other cards in my hand when i win: the deck goes SO fast that i win with multiple options.

hope it works for you or gives you ideas, maybe it will fail if you don t use the same pattern as I, on paper it is not impressive, it works for me because i got the right timing i believe, that and because it has the best pleasant fluid curve i made so far.

for example, it lacks card draws, but it relies on you losing two runes and on having enough body to force your foe into going body/removal play rather than his usual complex hocus pokus.
you don t really need card draws, its...an aggro ramp!

exile(the 3 cost unsummon) is mandatory, both for your own sake and for...ramping!
i do not hesitate to use it on weak creatures early to control and save HPs.

apart from a second blood lord, all other cards number are on purpose, when i have only 2 its because i want only 2.
not sure i want a second bloodlord, but i will try when i can.
Τελευταία επεξεργασία από happy; 25 Νοε 2017, 11:56
Hmmm, interesting, most interesting. Have you tryed dark mother(token generator) and lucien?
Αναρτήθηκε αρχικά από MAGE:
Hmmm, interesting, most interesting. Have you tryed dark mother(token generator) and lucien?
i would not want them in i think, lucien is excellent, really fits too but i dunno, i feel the deck works because it doesn't have any "luciens"(cards that boost others but who by themselves don't do much)
lucien is a 4 cost with a conditional immediate effect and would probably kinda orient my tempo.
Worth a try definitely, but for now i m trying to master said tempo, as it is.

lucien could very well make the deck better i agree

it could take the place of a kill the mighty(kill a creature over 4 strength, cost4, red), i may have one too many, as in all new decks, the removal balance is something i find finicky.

yup...probably a good idea.

yet, i'm not so hyped by such cards, if i have one, i can get greedy, with that deck i feel all the efforts are to be made to make it a super steroid ramp in order to vomit multiple 6, 7 8 costs cards at a time, along with the necro that doubles the swarm.

but lucien is an odd cookie, he can remove anything by himself, thats a good plus.
I'll try him.

yup, damn, the more i write the more i see how it fits, and maybe it doesn t impact negatively anything.

as for the token generator, nope, i feel it has no place though i could be wrong, don t have any anyway.
and reviving tokens is not something i want^^, i want treeminders.
No no no, i mean support card that generates that nice 0|1 tokens to enemy. Even without lucien it can rock with расхититель/profateur(damn, forgot its english name) and unstoppable rage.
I also thinked of that ramp on slay 1/4 lethal fellow, he can take place of 1 histgrove, cause he ramps, pressures in midgame and a creature. What do you think?
oh right dark mother, my bad, i got you now. i would not consider putting it in,
For me it's a gimmick card like mundus stone, it slows you down and makes you win games you were already winning.
but again, I'm a poor judge on gimmick cards as i myself get very stubborn on cards that most consider " fun", on a good day.

i will try it eventualy but meeh is my first opinion.
Lucien comes first.

as for replacing a histgrove, nope, that is suicide^^.
the lizard girl is ok but needs to slay and only gives you temporary magicka i believe.
you could put 2 as a complementary ramp, just like the 2/2 lizard that costs 2, but having prophecy 3/2 walls or 2+X/3 bodies that cost 2 denies early board control more effectively.

it costs 4, hist is 3, that makes you ramp at best 2 turns later.
it does combo with Unstoppable rage, but frankly i never needed to clean the board defensively, when i go unstoppbale rage i usually draw 4 cards instead.
for token decks, i have the red dragons that do just fine.

having good body early is key, it forces your opponent into building up one or two creatures or wasting magicka on removals instead of spamming little creatures that get one shot, so you rarely see a wide board early game, nor middle game, it only happens late game when he goes all in.
Τελευταία επεξεργασία από happy; 25 Νοε 2017, 14:40
Lizard guy gives permanent magicka and ramps with unstoppable rage and crossbow butchering table while at it. By the way any chance to put at least 1 crossbow into this deck?
well, you can put any card you want.
you can take the deck towards a more poisony feeling, you can put fun legendaries for sure.

you just have to be careful, each card you add takes the place of one that works.
this deck already has variety in its cards, often only fielding two not three copies to make room for others, so it's fragile, if you remove/add a bit too eagerly then it will quickly water down.
it has a solid backbone of must have cards(not shiny like the guy who silences, the ramp part, the unsummons, removals, necessary guards etc), that actually leaves few cards to be played with(mostly the endgame, a bit low cost critters)
i see unstoppable rage as a cheery on top, not a card i count on, so personally i would not add things to work with it, at worse it s a one lane icestorm damage and relative magicka wise, and that is all i need.

there is no valid reason for you not to try stuff and achieve at concepts i disregarded or overlooked.

if decks were made of 60 cards, i would probably include all your ideas.





So, i came up with this variant of your deck
https://www.legends-decks.com/deck/26721/necromancy-ramp-warrior
and did some testing at legendary ranked.
The result is fine, despite quite tough luck i managed to have some growth in ranks.
Wanna make some determined testing in duel mode sometimes later?
i tested lucien last night
conclusions: he cost me 2 defeats(had i had the card it replaced i would have won), was useful in one victory but not crucial(he did give the +2 that killed but i could live through an extra turn as i had total board control and 20some hps left).
the rest of the time i won with him iddle in my hand or in my deck.

he goes out, he's a great card but doesn't fit, he doesn't respect the tempo.
i made the deck without him in mind and though the synergies work on paper, he never finds the right timing, its awkward in the deck.
he works better in your version, thats prety sure.

i did some other testing and replaced the 2 blackworm necromancers(see screenie 2, the card the cursor is on) by 2 5/2 purple 4 cost skelletons that give you 5 health on last gasp.

the deck is obviously better that way, its safer as the extra hps help and a 5/2 body for 4 trades great, and never sits in my hand because the conditions aren t right for him.

i now have a second bloodlord and am happy with him, but now my deck is 51 cards, i can't kick a card out, 51 will have to do.
Τελευταία επεξεργασία από happy; 26 Νοε 2017, 3:57
i looked at your deck, don't you have a hard time early game?

it looks more classical for a ramp, pretty sure it works nicely still but i m curious about the early game.

my deck has the particularity to get board control early if i use my specters as 4-5 drops and i sometimes win before turn 6, i do not see this being possible with an academic ramp.

you would have to rely exclusively on late game and that can put you in competition angainst other ramps.

from experience, when i reach my late game, my opponent often has 20hps and gets killed in one or two turns, im not sure my deck would perform as well if it had 30hps to take out instead of 20.

what also can happen to you is that your opponent has not used his removals when you drop the big toys, that can be a classical ramp issue
Τελευταία επεξεργασία από happy; 26 Νοε 2017, 4:03
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