Midrange Sorcerer or Assassin can pressure you super hard, with Bone Colossus and Ancano being powerhouses against you (If you don’t have the correct answer immediately). With the swathe of Guards, Lethal/Rage Archer can get some pretty nasty draws against you. And to make it worse, Midrange Decks can beat up Spellsword fairly bad. Its great match-ups like Orcs are 60/40 at best, but that’s as good as it gets. Control Spellsword doesn’t “counter” anything. Now while these match-ups are fairly good, they’re not super high. Now for me, if you boast an alright Tokens matchup, an OK Ramp match-up, and the potential to grind most decks on the ladder into Control oblivion, you’re probably gonna be pretty OK in the current state of TESL. It also maintains reasonable Prophecy Battlemage, Market Archer, Orcs and Goblins win percentages. Neither of the match-ups are what I would consider great, but they’re certainly better than the counterparts’. Spellsword’s Token match-up is much better than Scout’s, and its Ramp match-ups are better than Control Mage’s (Mainly just because we get to fight Ramp with Ramp). Why not just play either Control Mage or Ramp Scout? Whats the point of dabbling around in the middle? The answer is match-ups. Or for that matter, any real draw spells whatsoever. As for the Scout side of things, it has no Dragon synergies, nor does it have the amazing cantrips of Thieves Guild Recruit or Scout’s Report. Spellsword also has no burn spells like Lightning Bolt or Ancano to end games sooner rather than later. Control Mage has Ice Storm, one of the most potent answers to aggressive decks. However, these features do come at a cost, and it’s what Spellsword is missing from the decks it takes from. Piercing Javelins, Edict of Azura and our sweeper of Dawn’s Wrath are all excellent kill spells we can utilize. Whats even better is that Spellsword gains the ability to transcend Scout’s biggest downside: Removal Spells. The Endurance offers the Tree Minders and Skeletal Dragons we all know and love, while Willpower offers the powerful Mantikoras and Hive Defenders. So let’s do it to it.Ĭontrol Spellsword sits nicely in the middle ground between Control Mage and Ramp Scout, taking most of the best stuff from both decks. My purpose of this article is mainly going to be dissecting Spellsword in general, and give this deck a chance to properly introduce itself. I don’t have any weird personal touches or strange one of’s, just a by-the-books Spotlight. It’s a fairly basic list of Kill Spells, Ramp, Dragons, with waves and waves of Guard creatures to back them up. So, here we are with a Spellsword Control list. September’s Monthly Reward Card was Emperor’s Blade, a beefy Guard in Spellsword colors. (You will do 16 if you have Divine Fervor active)Ĭards like Odahviing and Tazkad the Packmaster can make you lose games, but are a great finish off the opponent with a cocky movement.Welcome everyone to the Deck Spotlight series, where we’ll be kicking off October with our new card. I recomend you not to change cards such as Hive Defender, Swift Strike, Divine Fervor and Quin'rawl Burglar, they can save you many games, and can make great combos with other cards, for example, if you summon the Quin'rawl Burglar, and then the Dune Smuggler, following with the Swift Strike, you will do 14, or 16 dmg in one turn. The cards of this deck you can't change are the ones that move other minions, such as Dune Smuggler, Shadow Shift or Dune Stalker, the legendaries on this deck are not necessary, so you can change them at your own. The point of this deck is to move your creatures at the same time you make them stronger, making the enemy unable to kill your creatures, and while he tries to, you will fill the board even more. You can always make combos with the new effect of Dune Smuggler with cards like Giant Bat, to make it more powerful and steal a lot of health to the enemy, the same can be done with Quin'rawl Burglar The Camoran Scout Leader, Territorial Viper, Cliff Racer, and House Kinsman, are good creatures to clean the enemy board, and they can always be combined with Skooma Racketler to kill powerful creatures. Well, this deck isn't really a well made deck, but its a simple and fun deck to play and at least have some chances to win, you'll see it has a lot of diferent cards that are not usually combined together, this can be considered a midgame deck because it brings a lot of 4/5 cost cards, but it also brings up a long list of cards from cost 1 to 3, so you won't be lost in early game. Hi! Today I bring you a new, simple, and fast made TES: Legends deck, I didn't think a lot while building this deck, its basically a deck made to complete the mission that tells you to "Move 5 friendly Creatures", and you can complete that with most of the cards that you can find in this deck.
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