The Elder Scrolls: Legends

The Elder Scrolls: Legends

Half Slav 19 sierpnia 2017 o 9:45
Any tips on the Alduin deck?
I recently got this Alduin deck and its OP when you look at all the cards but very weak at the start against some decks that are focused on charge and fast attacks because all those cards are high mana cost .Any tips what card I should add to improve it even more.Any tips would help, thanks in advance. :warband::Letter:
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Krash2020 19 sierpnia 2017 o 23:05 
Thats a good question. I just got that deck and I too find it very encumbersome with the mana cost. Im looking into cards I have that can either boost the mana total on my turn or reduce the cards cost. Still looking into it.
Swirler 20 sierpnia 2017 o 2:24 
I haven't played it myself but looking over the list I can see how you would get overrun early on.

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.
Half Slav 20 sierpnia 2017 o 3:49 
Thanks,but its true..my personal favorite is lethal and if you place is on a nord firebird for example you can destroy any card unless it has ward I guess but thats a low chance.I will try to add some guards with regain and those 0 cost pimp ups for them,and with those hist saps cards you can put alduin on 14 mana cost so its " okay " if you get them in time.,,Just one final question,,should I leave the deck at 50 cards so just replace or simply add more what ofc makes my chances slimmer to draw the right cards.
Swirler 20 sierpnia 2017 o 7:21 
Początkowo opublikowane przez Inmate 4859:
Thanks,but its true..my personal favorite is lethal and if you place is on a nord firebird for example you can destroy any card unless it has ward I guess but thats a low chance.I will try to add some guards with regain and those 0 cost pimp ups for them,and with those hist saps cards you can put alduin on 14 mana cost so its " okay " if you get them in time.,,Just one final question,,should I leave the deck at 50 cards so just replace or simply add more what ofc makes my chances slimmer to draw the right cards.
Generally speaking if you want a consistent gameplan you want less cards in your deck, so you draw exactly what you need.

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.
erdagon 21 sierpnia 2017 o 1:24 
I would go for what they call a Scout ramp deck that uses cards like Hist Grove , Tree Minder , Thorn Histmage and Spine of Elderblood to up your magica fast to get your high cost drakes out . Use a card like East Empire Crafter to give +1/+1 and guard to all cards who start with basic health of 5 or more and I would include some of the low cost purple guards to stop early beating . And do include the purple shout Soultear and the green Drain vitality to help you out more . And another one your opponent usually won't like seeing is the Woodland Lookout who gives you +4 health for every dragon you summon . And do keep the Ironscale inthere , combined with the East Empire Crafter , you'll get a strong guard who has to be dealt with fast (something that aggro usually struggle with to do mid game due to lack of cards in hand ) . Good luck with the Dragons .
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