Elder Scrolls Legends Guides Tagged Articles RSS Feed | GameSkinny.com Elder Scrolls Legends Guides RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Elder Scrolls: Legends "Houses Of Morrowind" Puzzles Solutions Guide https://www.gameskinny.com/3zz7l/elder-scrolls-legends-houses-of-morrowind-puzzles-solutions-guide https://www.gameskinny.com/3zz7l/elder-scrolls-legends-houses-of-morrowind-puzzles-solutions-guide Fri, 06 Apr 2018 12:59:00 -0400 Ty Arthur

It's time to return to Tamriel once again as the Elder Scrolls: Legends sees the release of the Houses Of Morrowind expansion! This time around we're getting additional options with a whopping 149 new cards, including new, three-attribute color cards.

If you don't want to spend any cash on those new cards, you can dive into the 10 deviously difficult Caius training puzzles. Each of these puzzles must be completed through specific resolutions, and doing so will eventually unlock five free packs of Houses Of Morrowind cards.

Below we cover each puzzle for the famous Morrowind houses, which come in two varieties -- initiation and mastery.

Redoran Initiation

  • Condition: Win this turn
  • Opponent Setup: 4 health, Lurking Mummy with Guard in left lane
  • Player Setup: 8 magicka, 1 health, two Warclaw Mercenaries with Rally in left lane

Play all four Sarethi Scions in your hand (two in left lane, two in right lane) so the Warclaw's Rally ability will only affect the last remaining card in your hand, Ald'ruhn Arms Master.

Now attack with both Warclaw Mercenaries. They will both die against the Lurking Mummy, but their attacks will pump Ald'ruhn Arms Master up to 4 damage. 

Play Ald'ruhn Arms Master in the right lane so that Lurking Mummy can't block. Since he has charge, he can immediately attack that turn and win.

 Defeating the Redoran Initiation Puzzle

Redoran Mastery

  • Condition: Win this turn
  • Opponent Setup: 44 health, no creatures in either lane
  • Player Setup: 100 magicka, 1 health, no creatures in either lane

To complete this Elder Scrolls Legends puzzle, you have to figure out how to deal 44 damage in a single turn with no creatures currently on the board, which is quite the challenge.

First, play Galyn the Shelterer and use his ability to create three duplicates of Bolvyn Venim, which will be placed in your deck. Play the Close Call card to return Galyn the Shelterer to your hand. Repeat the process of playing Galyn the Shelterer, and again create three copies of Bolvyn Venim, which again go in your deck.

Next, summon the sole Bolvyn Venim in your hand, then cast Silent Pilgrim. That card's ability should put yet another Bolvyn Venim in your hand.

Now play Ald'ruhn Arms Master, which has Charge and can attack this turn. Cast the Sentinel Battle Mace to pump up the Ald'ruhn Arms Master's power. Summon your Bolvyn Venim clone into the left lane, and sacrifice the Silent Pilgrim to make room for him.

At this point you should have no creatures in your hand, which will trigger Bolvyn Venim's ability of summoning a copy of himself whenever a Rally occurs.

Attack with the Ald'ruhn Arms Master to deal your first six damage and bring the opponent down to 38 health. Because he has Rally, this will summon a ton of copies of Bolvyn Venim into your hand!

Summon four Bolvyn Venims in the left lane and one in the right lane, sacrificing Galyn the Shelterer to make room for him. Cast Mentor's Ring on Ald'ruhn Arms Master to give all your cards Charge so they can immediately attack. Attack with your horde of Bolvyn Venims to win!

Screen shot from the Redoran Mastery puzzle in Elder Scrolls Legends Houses of Morrowind Defeating the Redoran Mastery Puzzle

Dagoth Initiation

  • Condition: Win this turn
  • Opponent Setup: 3 health, Blacksap Protector with Guard in left and right lane
  • Player Setup: 10 magicka, 1 health, Orc Clan Captain in left lane (gives friendly creatures in the lane +1/+0)

There are a bunch of red herrings in your hand here that look like the perfect 10 magicka combo to work. Unfortunately, all but one of them will leave the enemy at 1 health remaining.

To get this combo working, first cast Hidden Trail, which gives all of your creatures +1/+0. This effect is ongoing, so it will work on future cards. Now play Ash Piercer in the left lane, which deals 3 damage if you play a creature with power 5 or greater.

This seems at first like the effect shouldn't go off; however, due to Orc Clan Captain's ability to affect creatures in that lane, Ash Piercer will technically be a 5 power creature when it lands. Deal the 3 damage to the Blacksap Protector, and you can then attack with the upgraded Orc Clan Captain for victory.

In the middle of battle in the Dagoth initiation puzzle Defeating the Dagoth Initiation Puzzle

Dagoth Mastery

  • Condition: Survive for one turn
  • Opponent Setup: 100 health, Stampede Sentinel with Breakthrough and Awakened Imperfect with Breakthrough in left lane, plus another Awakened Imperfect with Breakthrough in right lane
  • Player Setup: 13 magicka, 1 health, 2 Hive Defenders with Guard in left lane

In this one you just have to stay alive, rather than actually defeat the opponent, and it's probably the hardest Houses Of Morrowind puzzle. To start off, play Dune Smuggler in the left lane, and move one of your Hive Defenders over to the right lane.

Cast the Stolen Pants card on the Hive Defender you moved, which will give him extra defense and create a Sheepish Dunmer in the left lane. Next, summon Feasting Hunger in the left lane, which will increase your health to 4.

Summon Servant of Dagoth in the left lane. Since you are out of slots there, sacrifice the Feasting Hunger. Servant of Dagoth will get Guard and +2/+2. End your turn and wait for the attacks. You will survive with 1 health left and achieve victory.

Image from a battle during the Dagoth Mastery Puzzle in Elder Scrolls Legends Houses of Morrowind Defeating the Dagoth Mastery Puzzle

Hlaalu Initiation

  • Condition: Win this turn
  • Opponent Setup: 8 health, Mountain Tyrant with Guard in both lanes
  • Player Setup: 9 magicka, 1 health, Dred Bodyguard in left lane

Play Glass Greaves on Dren Bodyguard to give it +1/+1. This satisfies the Plot requirement of playing a card to boost the effects of the other cards in your hand.

Next, play Lower Canton Smith in the left lane and give his +2/+2 Scimitar (available due to Plot) to Dren Bodybuard, which makes the Dren Bodyguard an 8/8.

Play Twin Lamps Consul in the right lane. Due to Plot, it will have the Lethal ability. Now play Archer's Gambit to move Twin Lamps Consul over to the left lane. Have him deal his 1 damage to the Mountain Tryant. Due to Lethal, it will kill the Tyrant. Finally, attack with Dren Bodyguard (now an 8/8) to deal the 8 damage necessary to win.

cards attacking other cards during the Hlaalu Initiation puzzle in Houses of Morrowind Defeating the Hlaalu Initiation Puzzle

Hlaalu Mastery

  • Condition: Win this turn
  • Opponent Setup: 18 health, Dres Guard with Guard ability in right lane
  • Player Setup: 100 magicka, 1 health, Nord Firebrand in left lane, Rampaging Minotaur with Breakthrough in right lane

Attack with the sad 1/1 Nord Firebrand in the left lane to deal your first point of damage, then have Rampaging Minotaur attack the Dres Guard, which will deal no damage to the enemy but put Rampaging Minotaur in your discard pile, where you can resummon him later.

Summon Cammona Tong Heavy in the right lane, then cast Cruel Firebloom on him to kill the Dres Guard. This will also kill your Cammona Tong Heavy, which you want in the discard pile.

Cast Hlaalu Sharpshooter, and have him deal his summon damage to your Nord Firebrand to also get him in your discard pile. Next, play Journey to Sovngarde to return your discarded creatures to your deck with +5/+5 bonuses. Now play Sharp-Eyed Ashkan in the right lane to draw three cards.

Summon your Nord Firebrand and Rampaging Minotaur, which both have Charge, and have them both attack. Next, summon the Cammona Tong Heavy in the same lane as Rampaging Minotaur, and choose to return Rampaging Minotaur to your hand. Summon the Rampaging Minotaur a final time and attack (due to Charge) to achieve victory.

battling in Hlaalu Mastery Puzzle in Houses of Morrowind Defeating the Hlaalu Mastery Puzzle

Telvanni Initiation

  • Condition: Win this turn
  • Opponent Setup: 9 Health, Risen Dead with Guard and Revered Guardian with Guard in left lane
  • Player Setup: 7 magicka, 1 health, Redoran Enforcer and Young Mammoth with Breakthrough in left lane

Attack the Risen Dead with your Young Mammoth, which will kill it and get 3 damage through the enemy. Next, cast Drain Blood to give Revered Guardian -2/-2, then use the Betray ability to sacrifice Young Mammoth and give the Revered Guardian another -2/-2, which kills it.

With the lane clear, attack the enemy directly with Redoran Enforcer, which brings him down to 4 health. Next, cast Blood Sacrament to deal 2 damage to the enemy, then use Betray to sacrifice your Redoran Enforcer and deal the final 2 damage for victory.

cards on the table during the telvanni Initiation Puzzle of Elder Scrolls Legends Houses of Morrowind expansion Defeating the Telvanni Initiation Puzzle

Telvanni Mastery

  • Condition: Win this turn
  • Opponent Setup: 11 health, Bone Colossus and three Skeletons in left lane, four Risen Dead with Guard in right lane
  • Player Setup: 19 magicka, 1 health, Ancestral Dead in right lane

Summon the High Elf Ancano in the left lane, and use his summon ability to destroy the Bone Colossus. Summon the Cliff Strider in the left lane, then cast Improvised Weapon on it to give a power bonus. Attack any of the skeletons with Cliff Strider to get 4 points of Breakthrough damage to the enemy.

Cast Traitor's Flames to destroy all the Skeletons in the left lane, then use the Betray ability to sacrifice Cliff Strider and cast Traitor's Flames a second time, this time destroying all the Risen Dead in the right lane. Attack with your Ancestral Dead in the right lane to deal the final damage and win.

taking on the Telvanni Mastery Challenge in Houses of Morrowind Defeating the Telvanni Mastery Challenge

Tribunal Initiation

  • Condition: Win this turn
  • Opponent Setup: 5 health, Colovian Trooper with Guard and Protector Of the Innocent with Guard in left lane
  • Player Setup: 8 magicka, 1 health, Mournhold Pilgrim in left lane

First, play Ghostgate Defender and choose to pay the Exalt cost to destroy Protector of the Innocent. Next, play Orvas' Guardian to give Colovian Trooper -1/-0 and Mournhold Pilgrim +1/+0.

Now that Colovian Trooper has a lower power than Grand Inquisitor, play Grand Inquisitor. The card's Summon effect goes into play without having to pay the Exalt cost, meaning Colovian Trooper gets automatically destroyed. Now just attack with Mournhold Pilgrim to deal 5 damage and win.

Tribunal Initiation Puzzle in Houses of Morrowind, the new expansion for Elder Scrolls Legends Defeating the Tribunal Initiation Puzzle

Tribunal Mastery

  • Condition: Win this turn
  • Opponent Setup: 17 health, two Indoral Archmages with Guard in left lane, Lurking Mummy with Guard in right lane
  • Player Setup: 15 magicka, 1 health, two Clockwork City Pilgrim with Guard and two Mournhold Pilgrim in left lane, as well as two Mournhold Pilgrim in right lane

Play one of your Ghostgate Defenders in the right lane, but don't trigger its Exalt ability (hit Cancel instead). Now summon Temple Patriarch in the right lane. Temple Patriarch's summon ability triggers the bonus Exalt power of all your other creatures in play, and then lets you use the Ghostgate Defender's Exalt ability to deal 2 damage to one of the Indoril Archmages.

Summon Almalexia in the right lane (sacrificing the Ghostgate Defender) so her ability prevents your cards from being killed by the Indoral Archmages. Attack the undamaged Indoril Archmage with a Mournhold Pilgrim to kill it. Next, attack the damaged Indoril Archmage with a Clockwork City Pilgrim to kill it.

In the right lane, attack the Lurking Mummy with one of your Mournhold Pilgrims. Now direct attack with your remaining three creatures for the victory!

screen shot from a battle during the Tribunal Mastery puzzle in Houses of MorrowindDefeating the Tribunal Mastery Puzzle

After beating all 10, you will get a nifty Caius' Training card pack. Those are the easiest puzzle solutions we found, but there are other possible win strategies for a few of these Houses Of Morrowind Caius puzzles. Let us know if you discovered any others we should try out, and take a look at our other Elder Scrolls: Legends guides!

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Streets Of Riften Mission Guide for Elder Scrolls: Legends Return To Clockwork City https://www.gameskinny.com/r1pks/streets-of-riften-mission-guide-for-elder-scrolls-legends-return-to-clockwork-city https://www.gameskinny.com/r1pks/streets-of-riften-mission-guide-for-elder-scrolls-legends-return-to-clockwork-city Wed, 29 Nov 2017 11:12:22 -0500 Ty Arthur

CCG phenomenon The Elder Scrolls: Legends is now getting beefed up with whole new cards and campaign missions as the Return To Clockwork City DLC arrives.

During Episode 1: The Lost Treasure, you can take one of two branching paths, deciding to check your Thieves Guild contact for info (rather than chasing after some treasure hunters). On this particular route, you will get the frustrating Streets Of Riften mission that results in an odd duel against a Riften Lawkeeper.

Besides some unexpected new win conditions, you can't choose your deck for this battle, and he starts with 40 health to your 30. To make matters worse, a new 1/1 Imperial Grunt is summoned every turn, and a creature with Guard automatically starts on the left lane. It's a good thing that winning isn't actually your goal here!

Actually defeating the Riften Lawkeeper might be possible, but it's not really worth trying. Instead, your focus should be on committing four "crimes" during the match to sufficiently vex the guard and get yourself arrested. Since pretty much every Elder Scrolls game starts with you in prison somehow, it's a fun little nod to the franchise's history.

 Wait . . . we WANT to get arrested?

Redrawing your starting hand

This entire match is made or broken by the starting draw since you are aiming to meet specific requirements rather than get a traditional win by reducing your opponent to 0 life.

Ideally, you want a hand that includes a method for destroying a support, a way to shift a creature between lanes, and either a creature or a way to steal a card.

If you don't have a card that lets you destroy a support, and you don't have a card that lets you steal, then you should redraw your hand and start from scratch. Stealing an enemy card is critical, as there are only a handful of cards in the deck that let you do this, such as Thieves Guild Shadowfoot.

It's easy to get into a position where you have met two or three of the crime criteria but can't get the final crimes finished before dying, so a strong starting hand is crucial.

 No card stealing and no support destroying? Ditch that hand even though it has good synergy.

1. Commit vandalism by destroying a support or rune

It's unlikely you are going to get the enemy's first rune destroyed quickly due to the deck's makeup and the fact that the enemy can heal himself well above 40 life very quickly.

What's not hard, however, is to take down the Imperial Might support with a single card. Vicious Dreugh automatically destroys the support, so this will be your go-to card for completing the crime. There's a catch here -- it's very likely he'll have a new support out quickly that's even better, so be ready to finish the other crimes rapidly after playing the Dreugh.

If you never draw the Dreugh, you can take out a rune instead by using combos that increase a creature's strength when it switches lanes. Caravan Enforcer plus Moves In Shadows can quickly get you to the 5 damage needed to destroy a support, as can Dune Smuggler and any other creature.

Dune Smuggler's ability to beef other creatures is always active, so if you have him, move a card, then use Move In Shadows next; that's already +2 on the strength side.

 With Vicious Dreugh, this crime is a snap to commit.

2. Commit burglary by stealing a card

This is where you are most likely to get a bottleneck, as whether you can steal a card or not is entirely dependent on the luck of the draw, with very limited theft options available at your disposal.

The incredibly helpful Thieves Guild Shadowfoot instantly completes this crime just by being played, so you really want that card if at all possible.

Thieves Guild Shadowfoot is the key to successful theft.

3. Commit assault by wounding a card

There's an important distinction here on the assault crime -- you have to wound but not kill the creature to count as "assault," so don't discount using your weak creatures that may die in an attack.

Simply having a creature in your lane with a strength of 1 or higher be attacked counts as committing assault as well since all creatures automatically counter attack (assuming the attacking card doesn't only have 1 health and dies).

Using Curse on a creature with more than 1 health also counts as wounding, so don't just use it as a way to murder the chicken for the fourth crime if you have another way to get at the little squawker.

 Sacrificing a weak creature against a strong creature ticks a crime off the checklist.

4. Commit "murder" by killing the chicken

This fourth and final crime is harder to commit than it sounds due to the Septim Guardsman having Guard in the same lane. That lane will also quickly fill with 1/1 creatures that can eradicate anything you play, making it difficult to ever get a swing in at the chicken.

You might get lucky and draw Curse, which lets you kill the chicken outright, but that's a remote possibility. More likely you'll have to deal with the increasing crop of soldiers in that lane first. Don't let your opponent get too far ahead here or it becomes impossible to have a creature survive long enough in the lane to both kill the Septim Guardsdman and attack the chicken.

The left lane is highly guarded, while the right lane will fill up more slowly, so a good strategy is to put your creatures in the right lane where they won't get destroyed immediately, then pull them to the left lane with various abilities for a surprise attack.

An easy way to go about this is to set Caravan Enforcer in the right lane so it gets a bonus when you move it with a different card to to the left lane and destroy the Septim Guardsman or deal the death blow to the chicken. Dune Stalker is a great option for moving Caravan Enforcer.

 Kill that mother clucker!

If you are having serious trouble getting through the Guard creature, Curse plus Finish Off is a nifty combo to get through, and it only costs 2 magicka. You can also get a small army of creatures to attack by saving Murkwater Goblin for when you have Murkwater Guide already in play, since it lets you put copies of Murkwater Goblin back in your hand at no cost.

With these strategies in mind, it shouldn't take too many tries to finally take down the Riften Lawkeeper and get yourself thrown in prison. Up next of course is a prison break as you continue to the Return To Clockwork City story campaign!

--

Have any other strategies that have worked well in this mission? Let us know how you beat the match in the comments below! If you need help with any other aspect of this strategic collectible card game, check out our complete list of The Elder Scrolls: Legends guides.

 After a couple tries, you'll finally get this screen . . . and a new Return To Clockwork City card!

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Elder Scrolls Legends Return To Clockwork City DLC Complete New Card List https://www.gameskinny.com/ocv89/elder-scrolls-legends-return-to-clockwork-city-dlc-complete-new-card-list https://www.gameskinny.com/ocv89/elder-scrolls-legends-return-to-clockwork-city-dlc-complete-new-card-list Tue, 28 Nov 2017 10:46:27 -0500 Ty Arthur

Letting franchise fans explore Tamriel in a very different way, The Elder Scrolls: Legends has seen plenty of changes since coming out in Beta last summer.

We're now several expansions deep, with the impending Return To Clockwork City offering up a three-act expansion with 58 new cards to unlock over 35 story campaign missions.

Mirroring the new Elder Scrolls Online Clockwork City DLC, now you can again seek out the ancient city and find out what Sotha Sil was up to with all those cogs and steam engines.

Besides extra single-player missions, Return To Clockwork City also introduces two entirely new mechanics:

  • Treasure Hunt - offers bonuses when you play cards of specific types that match the desired "treasure," like items or actions.
  • Assemble - choose between two options for that card that also affects every other Factotum in your deck and hand. If you stack your deck with Factotums, you can create an army of overpowering creatures using surprisingly low-cost cards.

Ready to dive in and try out those new mechanics? We've got the inside scoop on all 58 new cards added to The Elder Scrolls: Legends with the Return To Clockwork City expansion!

Return To Clockwork City Neutral Cards

These are your baseline cards that take advantage of the Assemble and Treasure Hunt skills, with Treasure Map particularly useful if you have a Treasure Hunt-focused deck. With Assembled Sanitizer and a Factotum-focused deck, you can get an army of Lethal creatures.

Of course, as with most of the Neutral sets, there are some huge bruiser creatures as well for outrageous costs, which you should try to whittle down through other cards that reduce magicka cost. 

Return To Clockwork City Strength Cards

Strength doesn't get much loving this time around, with only eight new cards added, but that small number of cards can be used to devastating effect. Ratway Prospector and Aldora The Daring in particular become surprise bruisers if you can keep them alive for a few turns while completing their Treasure Hunts.

Return To Clockwork City Intelligence Cards

Intelligence gets an incredibly wide spread on the cost front, ranging from 1 to 9 magicka. Reverberating Strike can be deadly against anyone who floods the lanes with copies of the same card. Laaneth, of course, is perfect for the control freak who needs to be able to choose a specific card at the right time, although the 9 cost makes it useful only in late-game situations.

Return To Clockwork City Willpower Cards

Willpower's additions are all mid-cost cards in the 3-7 range, and they are all extremely useful. Reconstruction Engine has all sorts of uses in keeping lanes full and pulling bonuses off your creatures, while Riften Lawkeeper has got to be one of the best 4-cost cards around, giving you a solid creature with Breakthrough and an unexpected health boost to survive another round. The Mechanical Heart, meanwhile, is basically a free second life to keep you in the match!

Return To Clockwork City Agility Cards

Agility features a more mid-range spread on magicka cost than the other card types. Cog Collector can become an absolute powerhouse if you manage to keep it alive long enough. Murkwater Guide, meanwhile, will continuously bounce 0 cost cards back to you for some crazy combos, while Back-Alley Rogue is excellent for a surprise kill when your opponent thinks his big bad creature is protected.

Return To Clockwork City Endurance Cards

Endurance is all about messing with your opponent in Return To Clockwork City, with Weakness letting you throw a surprise middle finger to the enemy, and Brassilisk ripe for all sorts of insane combos if you can ping him for 1 damage and keep pumping up his health.

That's all 58 cards added to Elder Scrolls Legends with this clockwork-themed expansion! Some pretty powerful combos can be crafted with these new Return To Clockwork City cards -- what card are you most looking forward to getting in your deck, and what strategy will you be trying out when the expansion officially arrives November 30th?

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The Elder Scrolls: Legends Ranks and Ranked Rewards Guide https://www.gameskinny.com/oq9wy/the-elder-scrolls-legends-ranks-and-ranked-rewards-guide https://www.gameskinny.com/oq9wy/the-elder-scrolls-legends-ranks-and-ranked-rewards-guide Mon, 21 Aug 2017 09:06:36 -0400 Kieran Desmond

Whether you're a new player or a veteran, this guide is all about how to dominate The Elder Scrolls: Legends' Ranked Play game mode. You'll learn about all the different constellations and how to rank up to become a Legend. But you'll want to have built a strong deck before jumping in, so I recommend at least finishing the main story before jumping into Ranked play. But once you've constructed a deck you're happy with, you're good to go.

On the surface, this mode appears complicated -- but don't worry, once you break it down, it's easy as sweetrolls.

Now let's get to it!

How to Rank Up in The Elder Scrolls: Legends

Ranked Play in The Elder Scrolls: Legends presents you with 12 ranks that you need to climb to attain the rank of Legend, starting at Rank 12 and working your way down. To climb the ranks, you'll need to win matches which reward you with one star per win.

Each rank is represented by one of the 13 constellations associated with The Elder Scrolls games and, depending on the constellation, will require a differing number of stars to clear the rank.

The Ranks

Here are the ranks, along with the number of stars you'll need to climb each one.

Rank Number of Stars
Rank 12 -- The Ritual  7 Stars
Rank 11 -- The Lover 4 Stars
Rank 10 -- The Lord 4 Stars
Rank 9 -- The Mage 7 Stars
Rank 8 -- The Shadow 5 Stars
Rank 7 -- The Steed 5 Stars
Rank 6 -- The Apprentice 5 Stars
Rank 5 -- The Warrior 7 Stars
Rank 4 -- The Lady 6 Stars
Rank 3 -- The Tower 6 Stars
Rank 2 -- The Atronach 6 Stars
Rank 1 -- The Thief 7 Stars

 


After reaching Rank 10 (The Lord), you begin to be punished for losing matches by losing a star. If after losing a match your total would be zero stars for that rank, you are moved into The Serpent Rank. The Serpent Rank serves as a sin-bin that you stay in until you win two matches in a row. You will then be reinstated into the rank from which you were demoted.

The Elder Scrolls: Legends Ranked Rewards

At the end of every month, the current season ends and a new one begins. This is when Ranked Rewards are dished out. Depending on the rank you achieved throughout any specific season, you'll be eligible for a specific amount of Gold, Soul Gems, and that season's Reward Card.

The Mage, The Warrior, and The Thief are three milestones to reach in order to receive up to three copies of the reward card. You will also start the next season from the last milestone you ranked up from.

For example, if you ended the season in The Shadow (8), The Steed (7), or The Apprentice (6) ranks, you would start the next season in The Mage (9) rank. Finishing the season in any rank above The Warrior (5) will allow you to start the next season in The Warrior rank. You cannot start a new season in the third milestone rank of The Thief (1).

Here are the Rank Rewards received for finishing a season in each rank.

Rank Gold Soul Gems Rank Reward Card
Rank 12 -- The Ritual  0 0 0
Rank 11 -- The Lover 15 70 0
Rank 10 -- The Lord  20 80 0
Rank 9 -- The Mage  25 100 1
Rank 8 -- The Shadow 30 110 1
Rank 7 -- The Steed  35 120 1
Rank 6 -- The Apprentice  40 130 1
Rank 5 -- The Warrior 45 150 2
Rank 4 -- The Lady 50 160 2
Rank 3 -- The Tower 55 170 2
Rank 2 -- The Atronach 60 180 2
Rank 1 -- The Thief 65 200 3
Legend 70 250 3

 

If you finish a season in The Serpent Rank, you will receive Rank Rewards based on the rank from which you were demoted.

If you're skilled enough to make it to the Legend Rank, you're given a number which represents your total standing in the game. If you can ever make it to the number 1 Legend spot, congratulations, you're now the best player in the game!

Make sure to check out our other Elder Scrolls: Legends guides for more tips and strategies. Here are some to get you started: 

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Best Current Deck Builds for Elder Scrolls: Legends Heroes of Skyrim https://www.gameskinny.com/nwvkl/best-current-deck-builds-for-elder-scrolls-legends-heroes-of-skyrim https://www.gameskinny.com/nwvkl/best-current-deck-builds-for-elder-scrolls-legends-heroes-of-skyrim Wed, 19 Jul 2017 11:12:35 -0400 ActionJ4ck

The Heroes of Skyrim expansion recently dropped for Elder Scrolls: Legends, introducing over 150 new cards to the game. Now that the dust has settled a bit and players have had some time to craft new strategies, we've naturally begun to see a lot of changes in the game's current top decks.

Luckily, we're here to help both new and experienced players stay ahead of the competition with this guide to the current best deck builds for the Elder Scrolls: Legends Heroes of Skyrim expansion.

Aggro Archer (Strength & Agility)

Archer decks have the ability to snatch an early lead thanks to cards like Curse, Rapid Shot, Fighter's Guild Recruit, and Finish Off.

Using these cards to keep your foe's early enemies from striking back will help you get off to an early start, while the abilities of Daring Cutpurse, Astrid, Brotherhood Slayer, and Thieves Guild Recruit will help you stay ahead.

Mournhold Traitor is also a useful inclusion thanks to its high attack for its cost, enabling you to deal some sizable early damage. 

You'll also want to include cards like Shadow Shift, Archer's Gambit, and Dune Smuggler to keep your creatures out of harm's way and in the best position to deal direct damage to your opponent. This will keep your opponents from simply walling you off with one or two strong creatures with Guard.

Control Mage (Intelligence & Willpower)

In stark contrast to the Aggro Archer deck, the Control Mage's goal is to stave off the opponent until the late game, when you are capable of unleashing big threats like Mantikora, Odahviing, and Miraak, Dragonborn. You'll accomplish this with the wise use of removal through Firebolt, Execute, Lightning Bolt, Piercing Javelin and pretty much anything with Ward and/or Guard. 

An exceptionally powerful card for Control Mages is Tower Alchemist, which gives you unlimited uses of cards like Elixer of Vitality, Elixer of Deflection, College of Winterhold, Wabbajack, and Goldbrand. This is made especially powerful with Ayrenn, who will help you get those action cards on the board. 

Midrange Assassin (Intelligence & Agility)

Midrange Assassin decks are capable of frustrating opponents in all stages of the game thanks to the deck's access to Lethal and the ability to add Ward and Guard to those creatures. Stuffing your deck with cards like Ungolim the Listener, Fighters Guild Recruit, Astrid, Brotherhood Slayer, and Sanctuary Pet mean that you'll have no shortage of Lethal, while Wardcrafter and Assassin's Ritual ensure that they'll live to slay another day.

For added fun, be sure to throw in Queen Barenziah, Royal Sage, and Mentor's Ring to help spread the Lethal/Ward/Guard fun to everyone. And don't forget to include Tazkad the Packmaster, Supreme Atromancer, and/or Ancano in case your opponent manages to drag the game out longer.

Midrange Mage (Intelligence & Willpower)

Midrange Mage decks will boast a lot of the same creature removal (Firebolt, Lighting Bolt, Piercing Javeline) and Ward creatures (Wardcrafter, Daggerfall Mage) that Control Mage uses, but with a heavier emphasis on creatures; specifically, creatures with Prophecy. Packing your deck with prophecy creatures like Lurking Crocodile, Shrieking Harpy, Cloudrest Illusionist, and Mystic Dragon will ensure that your opponent has trouble getting ahead of you, while Ayrenn, Thief of Dreams, Ancano, and Supreme Atromancer will be your mid-to-late-game heavy-hitters. 

Midrange Sorcerer (Intelligence & Endurance)

Midrange Sorcerer decks often require smart play to work effectively. The trick is to use early cards with good survivability or flexibility like Crown Quartermaster, Wind Keep Spellsword, Wardcrafter, Daggerfall Mage, and Haunting Spirit to deal early damage to your opponent while simultaneously staving off aggro strategies. 

From there, smart plays with Thief of Dreams and Bringer of Nightmares, as well as the always-useful Wrath of Sithis, High-King Emeric, Ancano, and Supreme Atromancer will help seal the deal. Sorcerer's Negation, Cursed Spectre and Shadowfen Priest are also useful for keeping your opponent's annoying tricks from getting out of hand.

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Now you should be up to date on how to stay competitive after the latest ESL expansion. If you found any of these decks helpful or have an awesome one of your own to share, feel free to let us know in the comments below! And be sure to check back with GameSkinny for more news and guides for Elder Scrolls: Legends:

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Classes and Races in Elder Scrolls Legends: Which is Best for You? https://www.gameskinny.com/nbucn/classes-and-races-in-elder-scrolls-legends-which-is-best-for-you https://www.gameskinny.com/nbucn/classes-and-races-in-elder-scrolls-legends-which-is-best-for-you Wed, 12 Apr 2017 05:14:01 -0400 Glitchieetv

When it comes to the races and classes of Elder Scrolls: Legends, each is geared toward specific play styles. From the aggression of the orcs to the magical wards of the mages, each race and class comes with its own bag of tricks. Learning your own play style and which class or race to play can be the key to winning.

Races

There are a variety of races in Elder Scrolls: Legends. Ten of the races are playable in the game:

  • Orcs and Imperials grow stronger the more of them you have on the field.
  • Khajiit gain power by attacking the target.
  • Redguards are better equipped with weapons.
  • Bretons are often mages equipped with wards protecting against a turn of damage.
  • Argonians have lethality and feed off having high magicka.
  • Dark Elves gain strength through dying, making use of their last gasp abilities.
  • Wood Elves gain strength when there is a wounded enemy creature in lane.
  • High Elves power up when actions are used.
  • Nords rally when enemy runes are destroyed.

The unplayable races still have an impact in the game. From daedra who wield strong abilities to colorless dwemer that can go into any deck, these races are just as important as the playable ones. Slaughterfish can change the course of a game if not dealt with early on. Mammoths often have breakthrough, negating some of the effect of guard.

Classes

Elder Scrolls Legends, cards

Each class is made up of two attributes, each with their own color. The class narrows down the cards that can be included in the deck. Only colorless cards, represented by gray, can be included in every deck. These include Dwemer and Reachmen which can be used to augment your deck.

Warrior combines strength and endurance, high attack and high power are the name of the game here. Scout uses endurance and agility to outmaneuver opponents. The mage combines willpower and intelligence to rain down deadly attacks.

For a frontal assault, try the warrior or spellsword. A fierce spread of creatures that work off one another can quickly overwhelm your opponent. If you don't care about your creatures you can run with decks that take advantage of last gasp such as assassin decks. Mage decks can be crafted for control, allowing the player to take their time destroying their enemy.

Each race naturally builds into certain types of decks. Most orcs are strength and willpower cards, making them a perfect fit for warrior decks. Dark Elves are great in assassin decks, especially with their last gasp abilities. Bretons and High Elves are great in caster decks such as mage and sorcerer. Nords are great in a variety of decks, but make quick work of enemies in warrior and crusader decks.

Looking at the main strengths of the races as well as their attributes leads to stronger decks. Combining the particular skills of a race with a class it works well with can lead to innovative deck construction.

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Elder Scrolls: Legends -- Story Mode/Solo Arena Lanes and What They Do https://www.gameskinny.com/l7z3g/elder-scrolls-legends-story-modesolo-arena-lanes-and-what-they-do https://www.gameskinny.com/l7z3g/elder-scrolls-legends-story-modesolo-arena-lanes-and-what-they-do Wed, 19 Oct 2016 04:33:40 -0400 Glitchieetv

Elder Scrolls: Legends is a card game developed by Bethesda. Based on the lore of the main series Elder Scrolls games like Skyrim and Oblivion, it takes well-known card game mechanics and gives them a twist. One of these twists is the use of lanes.

Lanes divide the map into two sections. Creatures in one lane cannot attack enemy creatures in the opposite lane. This gives a greater range of actions, more variety in strategies and helps balance powerful cards. The standard set up sees each lane being able to contain up to four creatures. Sometimes one of the lanes is shortened, allowing you to only play two creatures in that lane.

One lane is normal, while the other is shadowed -- giving your creatures cover for one turn. While this is typical of most matches you will play in ES: Legends, in story mode or solo arena other lane types make an appearance.

The following is a list of just some of the lane effects that you can stumble upon:

 

  • Surplus: When you summon a creature here, reduce the cost of a random card in your hand by 1
  • Barracks: When you summon a creature here with 4 or more power, draw a card
  • Graveyard: When a non-Skeleton creature in this lane is destroyed, summon a 1/1 Skeleton
  • Temple: When you summon a creature here, gain 1 health
  • Killing Field: Creatures here have +1/+0
  • Windy: At the end of your opponent's turn, a random creature switches lanes
  • Lucky: Creatures summoned here gain a random keyword
  • Armory: When you summon a creature here, a random friendly creature gets +1/+1
  • Campfire: When you summon a creature here, friendly creatures gain its keywords.
  • Fountain: Creatures with 2 power or less summoned here gain a Ward
  • Plunder: When a creature is summoned here, attach a random item to it
  • King of the Hill: Whenever a creature with cost 5 or greater is summoned here, give it Guard
  • Library: While you have a creature here, actions cost 1 less
  • Renewal: Creatures here have Regenerate

 

The various lane types help keep single player modes interesting and challenging while providing new strategies to experiment with. What other lane types have you come across while playing Elder Scrolls: Legends? What is your favorite lane to play in? Let us know in the comments!

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The Elder Cards: The best decks in Elder Scrolls Legends https://www.gameskinny.com/3zk2j/the-elder-cards-the-best-decks-in-elder-scrolls-legends https://www.gameskinny.com/3zk2j/the-elder-cards-the-best-decks-in-elder-scrolls-legends Fri, 30 Sep 2016 04:23:56 -0400 Seth Zulinski

If you still hunger for the fantasy world of the Dovahkiin and his infinite cheese wheels of health, but are just a little full up on questing in Skyrim, never fear - Elder Scrolls: Legends is here with a tactical CCG slant on the mortal plane we've come to know and love from the Elder Scrolls series.

While the game is still in open Beta and the meta is being defined and refined nearly weekly, there are a few standout decks currently available that have been consistently topping the ladder. Newer players and those just getting serious about the strategic CCG alike would do well to learn these solid performers - what they do, what cards they need...and how to beat them.

There's a lot of ground to cover, and we'll all certainly need to put in our practice rounds, so there's little time to waste. So shuffle up as we lay the top decks of Elder Scrolls: Legends on the table - starting with...

(Token) Spellsword

Adept at flooding the board quickly and consistently, Token Spellsword seeks to establish an early game advantage on the back of its cheap token production (such as Scouting Patrol and Deathless Draugr), and powerful 3-drops in Pit Lion and Slaughterfish Spawning, make it through the mid-game with removal like Edict of Azura or Piercing Javelin, then finish out with a haymaker General Tullius, Golden Saint, Bone Colossus, or "antheming" their accumulated tokens with Divine Fervor.

Die-hard TCG/CCG players will probably recognize this deck's strategy - it exists in most card games in some form or another, and it preys mostly upon "fair" decks, or decks that typically play creatures and removal, and slowly establish a winning position by using their cards to deal with yours. Since many of Token Spellsword's cards "trade up", or require more or better cards in order to fully handle, they tend to grind out their fair opponents.

One of the most prominent decks currently on the Elder Scrolls: Legends ladder, and one of the most straightforward strategies in the game, Token Spellsword is a potent deck for competitive players, but also for beginners - most of the hard decisions are going to be your opponent's to make.

Of course, this traditional strategy also has traditional weaknesses - usually decks that ignore it rather than trying to interact, like "ramp" or "combo" strategies, or decks that can easily trade "one for one" with Token's cards.

We're going to hit the lists on that second category next with the second most prominent deck currently on the ladder (possibly as a result of all the Token Spellswords)...

Control Mage

The current dedicated "control" deck of Elder Scrolls: Legends, Control Mage seeks to prolong the game with cheap, efficient removal in Firebolt, Crushing Blow, and Lightning Bolt. Once turn six or so comes around, Ice Storm clears most (if not all) of the enemy's board, allowing you to survive until your next "wrath" or "sweeper" in Dawn's Wrath. From there your Mantikoras, Miraak, and Odaviing take over the game by providing much more power than anything your aggro or mid-range opponents can muster.

The latest version of the deck (piloted by multiple players to Rank #1 on the ladder in September) also manages to run a bit of a "combo"ish subtheme with Brilliant Experiment and Ayrenn - if Brilliant Experiment is the only Action you've used in a game (not totally unlikely in a control mirror), you can flood the board with 5/5's by casting Ayrenn, then using Brilliant Experiment to copy it. Play the second Ayrenn, she'll return a (now free) Brilliant Experiment, which copies her....you can see where this is headed. Unless they manage to break the loop (clearing all Ayrenns on board and the one we wisely kept in our hand), or we play another action that Ayrenn might accidentally return instead of Brilliant Experiment, the rest of the game is simply making as many 5/5s as we can afford. On the off chance that they do deal with that, they still have the rest of our deck to contend with.

With the ability to trade one card for many of your opponents' cards, and many of your cards drawing you extra things to do (whether they're more creatures or more spells), Control Mage decks (and control decks in general) are centered around generating card advantage - that is, if I keep trading one of my cards for two of yours, eventually you're going to have none, and I'm going to have approximately "all of them forever". It's relatively elementary to win from there.

Of course, there's more than one way to win a matchup - and while Control Mage can certainly put the brakes on many of the top decks around, Elder Scrolls: Legends' resident Mid-range deck puts on a fair battle itself. Wherever there are creatures, there are bigger creatures. Wherever there's removal, there's creatures that don't die well.

Wherever there's mid-range players in Elder Scrolls: Legends, there's probably...

Mid-range Sorcerer

With various aggro decks (like multiple "zoo" lists) at the fast end of the spectrum, and Control Mage at the slow but powerful other, plenty of players have tried (and succeeded) at navigating that middle ground of Mid-range. While you're rarely hugely favored in any given matchup, there's also typically very few you're just dead to. Other card games tend to call these types of lists "grinders", or "51% decks", but they all amount to the same thing - you're always going to have to play well, but you (usually) always have a shot.

For aspiring competitive Elder Scrolls: Legends players, that's a solid game plan once you've got a firm grasp on the mechanics of the game.

Generally, you want to establish which side of the spectrum of "aggro control" your opponent is on, and do your best to imitate the other while grinding every bit of value out of each of your cards. "Who's the beatdown" isn't just a fantastic TCG/CCG player's article that's still relevant over 15 years after writing - it's also the primary question you're going to have to ask (and answer correctly) each and every game with Mid-range Sorcerer.

Luckily, your cards and synergies can often be powerful enough to enact an alternate plan to this complex thought process. While extremely subtle in nature and hard to completely comprehend, "Punch them in the face" is a fairly good approximation. If all else fails, and you can't seem to find your way out of whatever hole you've managed to dig yourself in with Mid-Range Sorcerer, well....your cards are very powerful, and have incredibly strong synergies (specifically Breton Conjurer with all your Wards), so stop messing around and Punch Them In The Face.

Outside of that plan, however, usually you want to survive by any means necessary against aggressive, fast decks, and grind out every Frost Atronach, Shornhelm Champion trigger, Mundus Stone proc, or Daggerfall Mage and Haunting Spirit value you can against control. They have to run out of cards sometime, and hopefully you can claim the victory before they can recover.

With Aggro, Control, and Mid-range firmly tucked away - and Combo a bit better left to the more prepared and experienced Elder Scrolls: Legends players, we have one more scroll to roll open on our list of best decks - and, conveniently enough, one of the few "actual bad" matchups for a solid mid-range list like Sorcerer, and still a potent weapon against decks like Token Spellsword and Control Mage. Last, but certainly not least, we have the big guns...

Ramp Scout

Some decks try to get ahead in life, and push their advantage before the late game arrives. Some decks just try to make it to the late game where their powerful win conditions come online. Some decks never really want the late game, thriving in the space between early and late.

Then there's the "ramp" deck - the one that channels a lot of its energy not into making it to the late game, but into grabbing the late-game by the horns and dragging it to them turns ahead of schedule.

In Elder Scrolls: Legends, the ramp deck is Scout - and along with the other three decks on this list, it is certainly one of the most powerful decks in the game.

Using cards like Hist Speaker, Tree Minder, Thieves Guild Recruit, and Thorn Histmage to ramp up your Magicka way ahead of your opponent's, Scout can start playing 5-cost monsters on turn 4, 8-drops on turn 6, etc...

By always being a step, or two, or four ahead of your opponent in terms of the overall power of your threats, you make up for the cards in your deck that don't do much (i.e. the ramp cards) by playing above average level creatures far earlier than you're supposed to. Coupled with the fact that much of the removal in the game is damage based (and therefore trades poorly with your gigantic monsters) Ramp Scout can attain a massive lead early, then keep ahead by playing haymaker after haymaker. Many decks would have trouble handling the massive board swing of a Blood Magic Lord at all - much less several turns ahead of schedule.

Granted, hyper-aggro decks do have the capacity to take you out of the game before you can leverage your cards' superiority, and any deck capable of "one for one" trading with your large monstrosities is in a fairly solid position, but they still have to have it - and if (and when) they don't, Scout doesn't waste any time before burying them in game-winning threats.

If the thought of terrorizing the countryside (and your opponents) with massive, powerful creatures appeals to you - or if you like winning - Ramp Scout is a competitive deck capable of stealing games left and right on raw power alone.

One thing to note, though - while all of these decks will cost a bit of grinding and card making to achieve, this deck is called Ramp $cout for a reason.

 With these four decks and their general strategies under your belt, you have something much better than a sword to fend off foes on your way up the ladder - information. Knowing how to play powerful strategies is just as important as knowing how to play against them, and having strong starting points in your exploration of the game can save you valuable time (and gold) while you get situated in the new tactical landscape.

Of course, like all card games - once you have the basics under your belt, explore! Try new combinations, brew you own lists. Find what works for you, the types of strategies you enjoy, and the tricks and lists you have come to find success with, then come back and tell us about it! The game is always changing, and I'd love to hear what strategies have brought you to the top of the ranks.

Until then, feel free to reap the rewards of all my digging through the scrolls, and enjoy watching your rank rise with the best decks in Elder Scrolls: Legends.

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Improving your Elder Scrolls Legends win ratio https://www.gameskinny.com/7vnf9/improving-your-elder-scrolls-legends-win-ratio https://www.gameskinny.com/7vnf9/improving-your-elder-scrolls-legends-win-ratio Thu, 18 Aug 2016 06:00:02 -0400 Ty Arthur

After completing the solo story missions, its time to get into the primary mode of the Hearthstone killer Elder Scrolls Legends - the multiplayer Versus matches.

Coming in as a newbie it's easy to see a disheartening number of losses to a pitiful number of wins, ruining your rank and killing desire to keep playing. Improving your win ratio isn't actually that tough, so long as you take the time to truly understand the game's mechanics and figure out how to control the board.

Below is a full breakdown on how to increase your chances at a win against other live players. If you're looking for more help in Elder Scrolls Legends, also check out:

Deck Size and Magicka Spread

As the game stands in its current beta mode, there is a clear winner on deck size no matter the strategy you are employing: always stick to 50 cards. Adding in more will just reduce the chance you get the card you need to setup a good combo.

 This is where you want to be, every single time.

How do you whittle it down to the proper size? A great exercise is to identify and remove the least useful card in your deck, then do it again, and again, and again.

When you reach a point where there's not a “weakest link” card to cull out, then you've got a good core deck that can be added to. While putting cards back in, focus on cards with good synergy with your base selections and keeping adding in more until you hit 50. If a card isn't somehow making another card better or more useful, or doesn't have a good utility function in multiple situations, then ditch it.

In general, a large portion of your deck should consist of 2 – 4 cost cards so you can gain advantage early and always have something to play in any situation. The 7 – 10 cost cards are less useful than you'd think, especially with how easy it is to take down any creature.

In fact, it's a good idea to consider a few quality 0 cost cards so you always have options, especially if you are having trouble getting your deck back up to 50 cards.

This literally costs nothing but keeps your most useful creatures alive longer

One special consideration is 5 cost cards. They are just above the normal cost curve to where you will frequently only be able to cast a single card a turn, so they need to pack as much utility as possible.

Rather than going for the straight bruiser that deals loads of damage at the 5 - 6 cost point, aim for cards that can help you out defensively as well, or can get rid of a troublesome card on the other side of the board.

Take the 5 cost Leaflurker. While only a 4/3, it kills a wounded creature as it hits the board, potentially annihilating a bigger creature from the opponent. When coupled with a cheap 1 cost card like Rapid Shot or Arrow In The Knee, it guarantees Leaflurker will be more useful than just a mid-level attacker.

Board control is usually more useful than high attack power

Effectively Going Second

The forums are filled to the brim with arguments on whether the 3 magicka boon for going second is overpowered or not, but we'll skip that argument and instead focus on how to use this benefit if you find yourself going second in a match.

First and foremost, resist the urge to burn through your bonus magicka immediately. The benefit offered by having a floating pool of 3 extra magicka to spend at your leisure is massive and cannot be overstated. If you immediately use it to pop out a 2 cost creature on the second turn, 3 cost creature on the third turn, etc. you lose much of the benefit.

Using the bonus magicka to flood the board with your cards immediately will see your hand deplete quickly, leaving you with fewer options when you need them. Straight aggro is less useful in the current state of Elder Scrolls Legends, and in most cases the game rewards careful planning and thinking ahead rather than putting everything down immediately and hoping you can break through.

It's better to have a card in hand ready to react and turn the tide of combat than to have an empty hand and constantly be hoping to pull something useful on the next turn.

This is a boon, but only if you use it properly.

Lane Control

Although it sounds un-intuitive at first, there's an important lane control strategy many new players don't consider as they scramble to counter every card played by the enemy: ignore your opponent in the early game.

You can effectively put your opponent on the defensive by not focusing on taking out his creatures after he lays them down. Instead, fill the lane the opponent isn't using and go on the offensive, forcing him to waste resources on defense.

This is especially useful if you are utilizing creatures with abilities such as Drain (gaining health as the enemy is damaged) or Pilfer (buffing your cards each time you hit the opponent directly).

While a good tactic overall, this method becomes less useful in some deck setups, especially if you have a defensive-focused Willpower deck.

When playing creatures in the same lane your enemy is using, always strive for maintaining control, rather than playing catch up. Generally the best idea is to wait for the opponent to put down something expensive and powerful and then take it out unexpectedly, such as by using a card with Charge and Lethal, or comboing cards for greater effect, like pinging a large enemy for 1 damage and then utilizing a card like Finish Off.

 2 magicka to kill anything that's damaged or has a negative effect

Strategic Attack Order

This same advice was offered in our Arena guide, but its absolutely just as important in multiplayer Versus matches. The rune system completely changes your attacking strategies from any other CCG like Hearthstone, Magic, etc.

Always carefully count out your damage to get the maximum amount through before hitting the 5 mark and destroying a rune. Attack first with whatever creature will deal the most damage without destroying the next rune, and if you plan on killing a creature with an attack, do so before hitting the opponent directly. 

You should always assume that breaking a rune is either going to see your biggest creature killed, or mess up your subsequent attacks when a creature with Guard gets played for free. This is specifically why you want to keep a card in hand at all times to react to the changing board landscape.

Surviving The End Game

It's time to start thinking defensively – while simultaneously looking for the one opening for a killing strike - when nearing the end of a match as both players have loads of magicka and low health. It's very tempting to overextend and play everything in a mad dash to get your opponent to 0 health.

I can't tell you how many times I've lost unexpectedly when poised to win the next turn because I didn't have creatures with Guard in both lanes or any means of preventing that one last creature from attacking.

This is a good point in the game to start playing your cards in unexpected ways, like voluntarily sacrificing your Last Gasp cards for an advantage. House Kinsman is a particularly useful card for a sudden reversal, both healing you and directly harming your opponent if you have the Kinsman attack a creature it can't beat.

Learn from my mistakes: in the late game, always have a backup ready, and continue to focus on lane control while whittling down the enemy until an obvious opening appears to let you get in that final attack.

 Hopefully you'll see this screen more than the other one!

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Elder Scrolls Legends solo arena winning strategy guide https://www.gameskinny.com/lmpxr/elder-scrolls-legends-solo-arena-winning-strategy-guide https://www.gameskinny.com/lmpxr/elder-scrolls-legends-solo-arena-winning-strategy-guide Tue, 16 Aug 2016 17:02:30 -0400 Ty Arthur

For players who have a solid grasp on the strategy behind Elder Scrolls Legends, the solo Arena mode can be a perpetual motion machine that continuously gives more rewards than it costs to play.

At the expense of 150 gold (or $1.99 for those not willing to put in the time to earn in-game currency), the Arena has you fighting up to 9 different matches against all the different Attribute combinations. The more matches you win, the bigger the rewards, but after three losses you get booted out and have to pay to get back in again.

While each enemy will have varying builds and tactics, you only have one deck to work with, so it has to be well rounded and work in all situations. Although you have some control over the class of your deck, the actual card distribution is more randomized, as you have to choose one card between an array of three options repeatedly until building a full deck. 

Ready to face the Arena?

Those choices you make will determine whether you have a well-rounded library of cards able to take on all the opponents or whether you just wasted your gold and will get sent packing back to Practice mode. Below we cover the best strategies for making it further into the Arena.

If you need help with Story or Versus modes, be sure to instead check out our basic deck building strategies.

Selecting Arena Cards

Due to the randomized nature of the Arena and the fact that you will be fighting every other class combo, there are some classes that are better picks than others because of their ability to control the board by removing enemy creatures or getting your own creatures out faster.

Pick a class you know in and out that is more well-rounded and less focused

Unless you are supremely confident in your ability to play an Endurance-based deck, those cards generally aren't as versatile, useful, or fast as Intelligence or Agility cards.

While Neutral cards aren't usually as helpful in straight Versus matches, don't overlook them in the Arena for their all around utility, especially if the other two picks available are dependent on a specific synergy.

Rather than picking a card you might not be able to fully utilize, it may be better to pick an all-around solid Neutral card (even though it has less combo possibility) like Dwarven Sphere. A decent attacker with the ability to Shackle a strong creature is better than an out-of-this-world combo you won't ever get to pull off.

Keep Neutral cards in mind if the other two picks don't have good synergy

While Story mode and multiplayer Versus bouts are all about constructing cascading combos as cards work together, the solo Arena is more about reliability when you can't perform perfect combos.

Cards that do multiple things decently are generally better than cards that only do one thing or only work in conjunction with other cards. For example, the Mace Of Encumbrance not only gives your creature a bonus to attack and defense, but also Shackles an enemy, making it more versatile and an excellent pick.

 Whenever possible, pick the card with multiple applications

If you can pick a creature with Pilfer, absolutely go for it, as the AI in the solo Arena is more aggressive and generally focuses on attacking you directly over destroying your creatures unless you have a strong spread of creatures in both lanes. Without the threat of being immediately destroyed, you can quickly beef up a Pilfer creature so long as the enemy doesn't have anything with Guard in the lane.

Prophecy cards are a tricky beast in Arena mode. If a card is better with Prophecy but still solid on its own, then you should obviously pick it during deck selection. If a card is only viable when used with Prophecy, drop it in favor of something with more all-around utility. It's better to have something solid but unremarkable than something that could be awesome but may never come into play.

Finally, pay attention to the magicka cost distribution at the bottom of the screen while selecting your base 30 cards. While a few higher cost cards are worth throwing in for battles that go on longer, in general you want most of your cards around the 2 or 3 magicka level so you can gain board control early and not rely on being defensive until your big cards are ready to play.

Examining the magicka cost spread

Employing Strategies In The Arena

Since you will have significantly less control over your strategy when going into the Arena, you need to know how to use any given card in varying situations.

For example, take a feature like Guard. While at first it seems only useful to give to your own creatures for defensive reasons, cards that bestow the Guard ability can be used in unexpected ways.

Consider a scenario where the opponent has a large creature with Guard you can't take down, like the 0/5 Oldgate Warden or the 0/9 Portcullis, while a non-Guard creature is busy pinging you for damage every turn in the same lane. The answer in this scenario isn't to try to work on the Guard over several turns.

It can actually be a better strategy to give Guard to the pinging creature by summoning a creature like Barded Guar. When two or more creatures have Guard, you can attack any of them in any order - effectively removing the point of Guard from the bigger creature with a higher defense.

Guard is useful in many situations

Don't forget that Guard can also be applied to creatures who have acquired Cover from the Shadow Lane, thereby removing their Cover and making them vulnerable to being attacked that turn.

Last Gasp is another ability that is more versatile than it seems, as you don't have to wait for it to trigger when the opponent kills your creature. Instead, always consider the possibility of killing your own creatures to trigger their Last Gasp text.

Straight damage spells of course are an option, but an even better strategy is to summon an extra creature over the lane's maximum and then choose the creature with Last Gasp to be sacrificed.

A card like House Kinsman is excellent for getting an unexpected victory when your opponent has his lane clogged with Guard defenders. Why waste time trying to break through when you could just kill your own creature and deal damage straight to the enemy?

 Last Gasp doesn't have to be triggered by the enemy

Attack Order

Because of the rune mechanic that gives free cards to a player taking damage, the attack order should always be carefully weighed every turn. If you do enough damage with an attack to break a rune, the opponent may get a free card with Prophecy, potentially ruining whatever combo you were going for.

It's usually better to attack with your bigger creature first in case that creature ends up getting killed or Shackled by a Prophecy card. This is NOT the case, however, if you can hit the opponent with multiple creatures before breaking a rune.

For example, if the opponent is 5 health from losing a rune, hit 'em with your 4 attack creature first and your 8 attack creature second to get the most damage through before the rune is broken and a free card is potentially triggered.

 Good luck against the Arena!

By picking well-rounded cards, learning how to use cards in multiple ways, and focusing on your classes' strengths, you can turn the Arena into a consistent way to earn gold without having to face unpredictable players in Versus mode. Be sure to let us know how far you get in the Arena and what card selection strategies you find most useful! 

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Elder Scrolls Legends basic deck building strategies https://www.gameskinny.com/xqx7c/elder-scrolls-legends-basic-deck-building-strategies https://www.gameskinny.com/xqx7c/elder-scrolls-legends-basic-deck-building-strategies Tue, 16 Aug 2016 07:44:57 -0400 Ty Arthur

Throwing its hat into the collectible card game ring, Bethesda's Elder Scrolls Legends is now available in open beta, so it's time to build up that perfect deck and destroy a few friends online.

The question is still up in the air as to whether the full version will be the Hearthstone killer it's clearly trying to be, but for now Legends is an excellent entry in the online card game arena and well worth giving a shot.

Before you put together a sloppy set of cards and make a fool of yourself trying to take on a polished High Elf life gain deck or an unassailable Endurance deck filled with huge creatures, there's a few strategies you'll want to learn first.

 Nobody wants this screen to show up...

Decks And The Battlefield

Instead of the color wheel from Magic or the straight classes from Hearthstone, cards revolve around seven attributes:

  • Agility - getting creatures out fast with interesting abilities
  • Endurance - beefing up defense and putting out large creatures
  • Intelligence - the spellcasting focused attribute with loads of Wards
  • Strength - straight damage pinging and putting out fast, damaging creatures
  • Willpower - all about control, filling the lanes, and healing yourself
  • Dual - like multicolor, this classification just features two attribute cards
  • Neutral - basic cards available in any deck, usually basic creatures

Specific "classes" are created by mashing together two different attributes for any given deck, like Intelligence and Strength meshed to create a Battlemage deck and so on.

Once a match begins, the battlefield typically features a Field Lane and a Shadow Lane for placing your creatures. Each lane has a max number of creatures (usually four, but in same cases six if there's only a single lane due to changes in the match).

You can play another card after a lane is full, but first will have to sacrifice one of your existing creatures. This can have a big impact on your strategy when playing cards that say things like “fill a lane with 1/1 creatures.”

Occasionally there are changes to the lane setup depending on your game mode, like creatures being automatically moved from one lane to the other at the end of a turn, or having to kill the creatures in one lane before being able to place anything in the next lane.

Elder Scrolls Legends Basics

At the start of every match you get to see three cards for your hand and remove any of them if you wish to re-draw.

While this is helpful for getting lower cost cards that can be used right away (or having a high cost trump card in reserve), there's another very important consideration when choosing your first draw: always get rid of your Prophecy cards.

Unless they are low cost and you plan on putting them out in the first turn, its always a better idea to reshuffle any Prophecy cards so you have the possibility of playing them for free later.

 Reshuffling unwanted cards

After shuffling and getting into a match, there's some specific card terminology and play mechanics to keep in mind for new players.

Unlike most other card games, a card that summons another card (or places a card into your deck) does so out of thin air. In order words, you don't have to actually have that card in your deck – you just get it no matter what, so don't worry about finding the card in question and adding it to the deck.

Unlike Magic: The Gathering, there's no straight blocking of creatures, and with (usually) two lanes you have to think in terms of a two-pronged battlefield rather than a simple free for all. The exception to this rule is the Guard ability, which forces creatures in a lane to attack the Guard before hitting an opponent directly.

Something beefy with Guard in your deck is always helpful to give you time to get your combos going or pull out that behemoth creature, but don't ignore cheap cards that prevent specific enemies from attacking next turn with the Shackle ability.

It's All About The Combos

In most cases, simply throwing the best, most expensive cards into your deck is actually a recipe for failure. The story mode automatically does this for you after every level, beefing up your deck to a very unwieldy size with high-cost cards that don't actually work well together.

Instead of going for everything and the kitchen sink, strive for synergy between cards. There's no point in putting the 5 cost Green-Touched Spriggan in your deck for instance if you don't have any other cards that let you gain health. The Spriggan is nearly useless as an overpriced 1/5 if you aren't pumping it by healing yourself.

There's plenty of ways to make that card pump up to absurd levels very easily though, from packing your deck with creatures that have Drain to dualing into the Endurance cards and using lots of cheap heal options like Apprentice's Potion.

 Healing and drain effects together can be overpowering 

There are loads of other potential combos if you take some time to think out your deck ahead of time. Endurance card Trebuchet deals 4 damage randomly to any enemy at the start of the turn, which is useful, but can be made absolutely devastating in the right circumstances.

Consider what happens when you equip the 2 cost Daedric Dagger, which provides the Lethal ability. This ability works anytime a creature damages an enemy – even from a special ability, turning your Trebuchet from an annoyance that only damages big creatures to an absolute army killer.

 Don't underestimate cheap cards with potent abilities

Sometimes the simplest combos can take down the biggest creatures. Arrow In The Knee mixed with Finish Off only costs 3 magicka, but can take down absolutely any creature that isn't Warded, no matter their defense score.

Beyond combining cards, always try to think of methods for using cards in different ways than intended. For example, you may want to use the normally negative Silence effect on your own creatures, as it removes ALL effects, even bad ones like Shackle.

Over And Underpowered Cards

In their current state of the beta, some cards just aren't worth using, so always compare a card to other options in your deck that have the same magicka cost. Case in point: a non-upgraded Desaahn Sneak costs 4 to play and is only a 3/3 with no abilities. It's pointless to put that card in your deck when An-Xileel Invader costs the same but is a 5/3.

Twilight Werebat is only a 4/3 for the same cost, but since it has Prophecy, its a better option than either of the previous two cards, as it may end up getting played for free just as your opponent thinks he's winning.

On the opposite end, there are certain cards that are just straight up overpowered in comparison to other cards of the same cost – so use 'em know before they get patched.

Haunting Spirit is  a 3/3 that automatically gives another creature +3/+3 upon death, but somehow costs the same as any other 3/3 with no abilities. Deadly Draugr also has the Lethal ability for only 1 magicka, which is an excellent and very cheap way to take down a gigantic beefy monster.

 Using the right card combos, having 46 health isn't out of the ordinary...

Keeping these Elder Scrolls Legends tips and tricks in mind, you're already on the way to absolutely destroying story mode and getting an impressive win record in multiplayer.

That's not all there is to the game though - stay tuned as we cover specifics on how to dominate in the Arena and advanced strategies for remaining competitive in Versus matches.

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