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Zgłoś problem z tłumaczeniem
Some weak early game tempo plays like the tree minder for better late game payoffs with buffing your hand with things like guard and ramping into more mana.
It seems like you want to get nice buffs from the mentor of the watch to put some guard on your 6-7 drop dragons so your opponent has to trade in if they don't have a removal
I would also replace the ironscale dragons for bigger/better ones if you get a hold of them. That regeneration won't matter much against players.
The imperial camp also seems a bit weak, lose too much tempo on board for that to take effect. The +1 attack on your guards probably won't matter much against...well pretty much any deck really.
It also seems to lack card draw, so if you do get hammered early you have no way to draw into your answers faster. So you're reliant on getting a perfect curve, which shouldn't be too hard with your tree minders, but this does mean that your mulligan at the start of the game is very important.
Actually I think soul tear would be perfect for this deck, you choose what to draw when you want it. And because it's a shout you could even throw in a greybeard or two to guarantee the draw.
Which also synergises with alduin relying on you losing dragons, recycling more dragons will help you here.
Midnight armor is also problematic, it looks nice but realistically you won't be playing it until after turn 4. So that's another card you could consider replacing for something more useful.
You could also put in some healing cards, or minions with some drain effects. Just something else to help you outlast your opponent long enough to get your Alduin in play.
Another problem seems to be the late game "bombs" you're probably trying to hold on for aren't that impactful outside of Alduin who is a bit unreliable (that super high mana cost will lose you games). So even if you do get a good curve to make it to the mid/late game you might simply again...run out of steam.
(okay the mantikora is pretty good but outside of that...for all that ramp you don't seem to have much to show for it. Again card draw or adding in another big minion would be useful here)
To be more specific, relying on guard minions is dangerous because they can be removed in a number of ways. So choosing when to play them is quite important for you. Just throwing big bodies out there isn't going to win you the game most of the time.
Even the +1 mana on your six drop is like...eh. The common dragon types in TES legends just aren't up to scratch really. At least without some nice buffs from devour. And again you're living a fantasty if you think you will always have a dragon when you play devour.
So my suggestions make it a bit more control-card draw oriented. But you could easily decide to have a lower curve and just try and out-tempo your opponent with strong plays on every turn.
Part of the problem is the deck has plenty of ramp but not enough answers to small board population decks, you lose board with those ramping cards if you don't draw your perfect answers. Guard minions don't always cut it.
Imo I think the green/red dragons are more useful because they mostly impact the board as they come into play, which is important if you're going heavy on dragons, so you could experiment with those colours instead.
Purple/gold just don't do enough to keep you alive. The game just straight up needs more types of dragons, common types especially. So don't feel bad if you're having a hard time with this deck, even with my suggestions or suggestions from someone who has played the deck it's never going to be particularly strong.
You can add a few over the 50 limit if you want. Cards with very low cost are quite risky to add to a deck, unless your plan is very aggro-heavy or has a carefully planned use for those low costs. Because you will end up drawing them if the match goes long.
Of course if you have more card draw in your deck you will be able to improve how consistent your draw is (because when you draw a card you're essentially reducing the size of your deck). So anything with card draw + an extra effect can be very worthwhile if the games go long.