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    Elder Scrolls: Legends Card Discussion: Hive Defender

    Elder Scrolls: Legends Card Discussion: Hive Defender


    Card Discussion: Hive Defender

    Posted: 18 Apr 2020 10:55 AM PDT

    Is anyone else curious...

    Posted: 18 Apr 2020 10:59 AM PDT

    ... what Thuldir played in the Even Gauntlet?

    submitted by /u/Codingamer
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    Deckbuilding Theory: Passive vs. Aggressive Cards

    Posted: 17 Apr 2020 03:24 PM PDT

    When people ask how they can improve their deck to win more games, by far, the most common problem I notice is that their card choices conflict with their win condition.

    Mid-range decks are using too many passive cards. Control decks are using too many aggressive cards. What's the difference?

    Aggressive Cards provides field advantage, attacking power or quick damage. They put bodies on your board to apply pressure, or give you tools to finish off a low-health opponent.

    Passive Cards tend to have less damage/stats, but have effects that prolong the game-state:

    • They offer card advantage and draw power, to give you more cards in hand so you can make plays for more turns.
    • Removal actions don't build your field advantage, but they clear the opponent's field advantage. As a result, both players are attacking less.
    • Provides future resources (i.e. Galyn, Ungolim, Midnight Burial, etc)

    Many cards aren't inherently good or bad, but depend entirely on the context of deck. For example, Dawn's Wrath is an amazing 10/10 essential must-have card for control, but it's not good for aggro or mid-gro.

    If you are using a Aggro or Mid / Midgro deck...

    A deck can have a curve that mathematically looks exactly like a mid deck should, but if many of the cards are passive, it will have difficulty winning mid-game.

    For example, the 1-attack creatures with utility effects (i.e. Fighters Guild Recruit, Thieves Guild Recruit, Territorial Viper, Xivkyn Banelord, etc.). Their effects are valuable for control, but they're not able to push for much damage. Mid decks want cards with at least decent stats for their level.

    Another example. Control goblins use Finish Off, but aggro/mid goblins don't because they don't put damage on the board. Aggro/mid goblins prefer Leaflurker instead.

    Is your mid-range deck realistically going to out-last Dragon Shout, Handbuff Redoran, Conscription Empire, and Altar Telvanni? No. So, the goal is to be able to win against these decks before they out-grind you in resources. Hence, your 7+ cost cards should be aggressive finishers to help close out the match quick (i.e. Ancano, Tazkad, Mighty Conjuring, Aspect of Hircine, Unstoppable Rage).

    Cards like Eclipse Baroness, Spirit Knife, The Red Year, etc. all are passive in that they prolong the game state, which you don't want against control.

    Most action cards which don't put a body on the board are passive. Mid decks can use still them, though it's best to keep them as less than 20% of your overall deck (i.e. <10 out of 50, <15 out of 75).

    If you are using a Control deck...

    The goal of control is bleed the opponent out of cards before attacking them. Hence, card effects which require (or result in) dealing damage to the opponent, making them not ideal for control.

    • Pilfer: Requires attacking face to proc the effect.
    • Breakthrough: Good keyword for mid; bad keyword for control. You don't want to be in a position where you're in a dillemma of "leave the enemy creature alive vs. give them a free draw".
    • "If you have more health than your opponent": If aggro or mid decks is behind in life, they can attack face to meet the condition, but control decks don't want to.
    • Empower: Not all Empower cards are bad for control. If the card is already viable at base (i.e. Channeled Storm and Debilitate), it can be okay for control. But a lot of the empowered cards require 2+ attacks in order to be worth it. Spoils of War for example. Does a control deck really want to damage the opponent 5 times to get a free draw from it?
    • Charge: Some charge creatures with utility effects like Razum-Dar or Territorial Viper are good in control, but ones like Cliff Racer or Tazkad which partially justify their cost with them being able to attack face get less value.

    Also, token and swarm cards don't scale as well mid-late game because of mass removal.

    Overall

    I notice many players build their decks with 2-card combos in mind. When asked why they use a particular card, they say because it synergizes with another card. But more globally, ask how do those 2 cards help the overall win condition of the deck as a whole? How do all 50-75 cards help achieve that win condition?

    submitted by /u/IckyStickyBoBicky
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    CoreData - Dwemer Spellsword | Deck Tech/Gameplay

    Posted: 17 Apr 2020 08:14 PM PDT

    Is asian client still asian?

    Posted: 18 Apr 2020 05:36 AM PDT

    not possible to play it from EU/NA without schenanigans?

    submitted by /u/Tandyys
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    I got a shiny new legendary in my daily quest pack today, now I just have to make a deck for it

    Posted: 17 Apr 2020 03:12 PM PDT

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