Elder Scrolls: Legends - Page 5
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Manit0u
Poland17046 Posts
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Miragee
8292 Posts
On April 13 2018 08:09 Manit0u wrote: Meh. I kinda lost heart for this game (might take a break and return later, like I did previously). Somehow I'm super stoked to play the skele deck but at the same time I despise 3-color decks and what they mean for the meta I kind of feel like Blue/White Control has lost its purpose now that Blue/White/Purple is a thing. I have played quite a few of those now and I my win rate has definitely been below 50% against those, even though they played like complete scrubs. You are just able to get so much more value out of your cards if you also add purple. It's frustrating. | ||
Manit0u
Poland17046 Posts
I started thinking about what aggro decks can do with a mixture of red/blue/green or red/white/green and my mind just went into overdrive... | ||
Nightmarjoo
United States3359 Posts
https://www.legends-decks.com/deck/37990/tel-vos-attrition https://www.legends-decks.com/deck/38068/red-year-attrition https://www.legends-decks.com/deck/38118/ayrenn-attrition https://www.legends-decks.com/deck/38124/saryon-attrition Then here's a simpler midrange deck I had fun with. I don't claim this one is at all optimized because I stopped playing it to experiment with other ideas. It worked very well when I was using it though. https://www.legends-decks.com/deck/37979/sails-through-dagoth I like the expansion so far. My collection isn't complete so I haven't been able to experiment with all the new combinations and strategies. The most annoying thing I've encountered is Blackfall's control Tribunal list, which is incredibly oppressive if they find multiple copies of Cast Into Time and Hallowed Deathpriest relatively early. My favourite new cards which are not House specific are Caius' Machinations, Feasting Hunger, Vigilant Ancestor, Moonmoth Castellan, and Tel Vos Magister. Caius' Machinations is easily my favourite card. It's incredible, especially if you can find and play it with a Betrayal on turn 2 or 3. I prefer control decks, and being able to get 5-7 Dark Guardians, 4-5 Barrow Stalkers, 4-6 Camlorn Sentinels, 4-3 Shrieking Harpies, etc, especially in the pivotal first few turns is incredible. Being forced to sacrifice a card to get the +2/+2 isn't bad at all, since depending on your class you'll often have cards like Thieves Guild Recruit who have already served their purpose. This card could easily work in aggro or midrange though. Midrange decks already try to consistently play threats which require either specific or disproportionate answers from the enemy, compounding their threat by giving them +2/+2 can snowball a game very quickly. Even aggro, where the Betrayal is the least wanted, as keeping creatures in play to maintain the pressure is important, could gain a lot from this card. A warrior deck could comfortably sacrifice something like a Nord Firebrand or the 2-3 orc with charge, etc. Feasting Hunger is a solid card, a 3-3 Guard alone isn't bad, and being able to heal for every enemy creature in play can make a big difference at keeping you alive long enough to find an Ice Storm or big guard, etc. Vigilant Ancestor I find hilarious, and again as a player who prefers control the downside of the creature being shackled is negligible, and what's left is just a really efficient and powerful guard. Moonmoth Castellan is easily my second favourite card. The first downside to it is you have to play something ahead of time, but that could easily be a Firebolt, Rapid Shot, Shadow Shift, etc. The second downside is that it competes with other powerful 4-drops, but in a 75 card House deck this is no longer an issue. I think the card is competitive even in 50 card decks though. It's not a bad card on its own as a 4-3 guard for 4, but being able to draw a card that you know is useful is great. If you're already interested in a 4-drop guard you're probably looking for another guard. And there are many creatures who happen to have guard who have other useful abilities that allow this to be useful even in midrange decks. Imagine running some kind of midrange monk deck, playing this before you've started your attack, then drawing a Sower of Revenge or something to mount your switch to offence with great momentum. Tel Vos Magister is a great, versatile card. I usually find that outside meme decks (before the expansion hit I was running a Echo of Akatosh + Battlereeve of Dusk + Illusory Mimic + Factotums deck which definitely needed Ice Storm too...) the 6 mana cost slot is the least busy as is, so this card should be perfectly fine in 50 card decks, but probably finds a place in all House decks including intelligence. As a 6 cost 5-4 with ward it's not bad on its own-- compare to the unplayable Genumbral Sorceress: 5 cost 5-1 with ward, or the commonly used 6 cost 5-5 with ward High King Emeric. But giving you a guaranteed source of unbypassable damage reduction for at least one turn is very useful in both control and midrange decks. | ||
Miragee
8292 Posts
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Manit0u
Poland17046 Posts
And people are slowly figuring out the counters to all those aggro decks (like Hlaalu Conscription) so it's not as bad as it was in the beginning. | ||
Archeon
3235 Posts
I'd really like to add some aggressive 2 drops to my sorcerer deck atm (which is probably a terrible choice for starters). Also I'd appreciate recommendations about how to expand my card pool as fast as possible, since I seem to lack a lot basic of cards I've already seen and there are probably dozens that are better. | ||
Nightmarjoo
United States3359 Posts
On June 27 2018 04:55 Archeon wrote: Just picked this up, how do i actually build 3 color decks? Once I pick a second one choices just seem to disappear (and the only reason not to seem to be the allies, but they seem to be worse than the oathmen). I'd really like to add some aggressive 2 drops to my sorcerer deck atm (which is probably a terrible choice for starters). Also I'd appreciate recommendations about how to expand my card pool as fast as possible, since I seem to lack a lot basic of cards I've already seen and there are probably dozens that are better. Hey, sorry for the late reply, I forgot this thread existed! To build a three colour deck you have to first add a three-colour card. There are currently only five three-colour deck types (Houses): Telvanni (blue-green-purple), Tribunal (blue-yellow-purple), Dagoth (blue-green-red), Hlaalu (red-green-yellow), and Redoran (purple-red-yellow). So for example, to construct a Redoran (purple-red-yellow) deck you could add a card such as Redoran Forerunner (2 cost), and that would enable you to use all three colours in that House, albeit with the requirement that you use a minimum of 75 cards rather than 50. I have no idea what your collection looks like, but here are some 2 drops I can recommend in a midrange sorcerer deck (aggressive but not all-in on ending in the first 5 turns): Endurance (purple): Ald Velothi Assassin, Barrow Stalker, Wind Keep Spellsword, Dragontail Savior Intelligence (blue): Wardcrafter, Shrieking Harpy, Ice Spike, Soul Split, maybe Abeacean Navigator, and maybe Seyda Neen Courier. Certainly you wouldn't include all of the above at the same time though. The fastest way to expand your collection is to exclusively play Versus Arena. There are various arena guides for recommending which cards to prioritize drafting around, and I have no idea which are up to date or worth using. Make sure you login every day to get the daily login reward and get a new daily quest. Complete every daily quest so you never lose the next day's quest. Use the excess gold you make from daily quests and three-win rewards in the normal mode to buy all of the expansions and pre-made decks. On an unrelated note, I hit Legend rank for the first time this last season. I made a write-up about the ladder climb and the various decks I used to achieve that here. The tl;dr is I used midrange Battlemage and midrange Sorcerer through rank 2 and then mostly used a control Tribunal deck to hit rank 1 and then Legend from there. | ||
Archeon
3235 Posts
I thought about going Telvani once I have enough gold, I have read though that the assassin campaign and the sorcerer deck are very good for upgrading as well though. I noticed in ranked that I have trouble once round 7-8 hits since I don't have good solutions for big creatures outside of deathtouch-cards like ald velothi and the dagger so I'm looking for a way that either helps me finish the game faster, keep up the card draw to keep my board full or some 6-8 drops that are able to carry my game. Is there a solution you'd recommend? Could you explain why Ice spike is a good card? It seems to me that direct damage is only good when you want to extend your damage range to close out the game and while I think that it's okay for that, but in all other cases it doesn't develop your board, you spent 2 mana and your enemy possibly draws a card. I see it played a lot though. | ||
Nightmarjoo
United States3359 Posts
Ice Spike is good because it gives you cheap card draw. If you're deliberately waiting to create a strong board before initiating an attack you can leave your opponent at 30 hp, and odds are you won't find the third Ice Spike to actually break a rune, so you just replace a 2 mana card with a higher cost card for the next turn. It's great on curve (when you're actually at 2 mana) or it's great for finishing off your mana at a later turn (e.g. you have 7 mana but have only a 2 and 3 cost creature in hand to put on board, then you finish off the last 2 mana with an Ice Spike which helps you find the stronger cards of your deck). Card draw, also called cycle, is important because it effectively shrinks the size of your deck. You always want to be at the minimum of 50 cards in your deck so you have the greatest chance of finding your best cards. When you add a cheap card draw card you effectively reduce the size of your deck since the card replaces itself with a new card from your deck. When you have 50 cards, technically three of them are your three worst cards. So Ice Spike can be better than having a 2 cost creature if you've already fleshed out your 2 drop creatures with those which help your deck the most. It's a little hard to explain, so if I've done a bad job and you're still confused let me know and I can try to explain it better. Now all that being said, not every deck that can run Ice Spike should, it comes down to a lot of specific card interactions and is dependent on what your deck is trying to accomplish, what cards it needs, and the overall curve of the deck (the distribution of mana costs). | ||
Archeon
3235 Posts
It's just that it's a fairly expensive card for cycling when the decks are fairly large with 50/75 cards and the real effect is mainly a win in an aggro deck (which probably won't play blue) or on a finishing turn, when the card draw might just do nothing. Also if I play it early it stops me from just playing the usual 2 attack card in the 2 slot, which can use it's damage multiple times or open the way for the bigger threats. But TESL has a way later manacurve than what I'm used to due to the high hp, so maybe it isn't all that expensive here? Thank you for your help https://www.legends-decks.com/deck-builder#c151c177c212b157c201c159a149b198c210a170b189c190c135b847c86c100c144a857b74b863a220a217 My initial deck had an earlier curve earlier with crown quartermaster, seyda neen courier and soul split but i didn't feel like early board pressure created enough tempo to kill much earlier and mainly made me vulnerable to aoe spells. Strategy: + Show Spoiler + I tend to control the board early with Ashlanders, Wardcrafters, Mammoths, Haunting Spirit and Archein Elites and try to use that lead to kill with Lillandril Hexmages and royal sages. Cruel firebloom and daedric dagger use trash cards to generate value later on, with the former playing off adoring fan and Haunting spirit and the latter having some synergy with breton conjurer and wardcrafter. But if I don't win by turn 8 or 9 I start loosing the board rapidly and since all that aggression generates card disadvantage I mostly flatout loose by then. Which probably isn't uncommon considering it's midrange. cards I'm considering atm: + Show Spoiler + Cards I have I'm considering are Mentor's Ring (but I don't think I run enough attributes), Abecean Navigator, Bruma armorer and Shadowfen Priest. Cards I'm considering crafting are currently more Indoril Masterminds, more Ald Velothis, my third Archein, Barrow Stalkers, try out enchanted plate (which I liked in the pve arena and it's cheap), sorcerer's negation. I think Daggerfall mage and Lucien would both be very good in my deck, but since only have 2.2k Soulstones I don't think they'd be a good way to spend stones. The biggest issue I have atm with crafting cards is that I have no idea which cards I'd get from the decks I can buy, is there a comprehensive list somewhere? | ||
Nightmarjoo
United States3359 Posts
Suppress is one of the worst cards in the game outside of very niche decks which rely on self-silence. You can easily replace that with Sorcerer's Negation, which is very strong in particular against common threats such as Daggerfall Mage, buffed Giant Bats, and creatures with last-gasp abilities, as well as generally being useful as either a nuke or silence. Cunning Ally is a great card, but I wouldn't recommend it without at least 66% Intelligence cards, and I'd personally prefer to be at 75%+. I could recommend many 2 or 4 drops as a replacement, but if you want a 3 drop to maintain the curve I'd suggest either Dwarven Sphere or Mace of Encumbrance. Dark Guardian is a decent option as well if you feel like you're missing out on defensive options. I think that's a Dark Brotherhood expansion card though. Tome of Alteration is never played outside of niche item-synergy decks. In theory it's not a bad card, buff a creature to get a favourable trade while also drawing a card, but the issue here is your deck has such a low curve I think it really hampers your close-out options. If you have the Forgotten Hero set Bleakcoast Troll is a very good same-slot replacement. If you don't, my recommendation is to finish off your other 4 drops that you don't have 3x of, in order of decreasing priority: Lightning Bolt, Rising of Bones, Archein Elite, and Royal Sage. Elixir of Deflection is pretty awful, even as a 1 of. Depending on your player-level you should have 1 copy of Stronghold Eradicator and I would recommend swapping this out for that. Breton Conjurer is a good card, but it's stronger in Battlemage because that class has good options for triggering its effect on the same turn. I think it's too slow for this deck, but that's up to you. Lillandrill Hexmage is a good budget finisher, but I'm not sure if you have enough actions to consistently use it once you find it. In budget decks Hexmage is usually found in Assassin or sometimes Mage. And ironically Hexmage is always run with Ice Spike for their incredible synergy together. If you were looking to expand your curve a little bit I could recommend swapping something out for one of the following budget options: Swamp Leviathan, Ironscale Dragon, or Bloodline Outcast. I will say that if you don't have any of those, only Ironscale Dragon ever sees play in some niche decks, and even as common cards I don't know that I would recommend crafting them. The last thing I'd say about your deck is while the strategies are sound I don't know how competitive they are. You note that two full cards are devoted to turning trash bodies into threats, I wonder if you'd be better off reducing the number of trash bodies in the deck and replacing these cards with something more substantial. Cruel Firebloom does see a moderate amount of play, but usually only in slower decks running many cards with last-gasp effects, and/or Assassin decks running Goblin Skulk. Daedric Dagger basically sees no play, and since you already have two creatures with lethal I'm not sure how useful an inclusion it is. I'm worried your already low number of 2 drops are being inflated by it. In theory combining it with cards like Wardcrafter, Brutal Ashlander, or Adoring Fan can create a lot of value, especially in the case of the latter if its last-gasp effect removes an additional threat. The problem is that as an aggressive Sorcerer deck your goal is use cards which require the enemy to use multiple cards in answer, challenging the enemy to deal with your threats while you either attack face or use your more efficient cards to maintain board control while you build up for the attack. For example, as a 3 cost 4-4 Young Mammoth will probably require either multiple cards or a single card with higher cost to be used to remove it, being very efficient either way. Haunting Spirit can trade to remove a threat while also buffing another creature to then further require a disproportionate answer. By comparison, Daedric Dagger, Cruel Firebloom, and Brutal Ashlander are all cards which usually require multiple of your cards to be used up to deal with one threat of the enemy. This makes you the inefficient one in a class which relies being efficient. I'm not saying your deck can't work, but I suspect the scenario you described where you tend to fall off pretty quickly by turn 8 could arise from your deck being watered down by these kind of cards. If you are interested in exploring other options we can discuss other budget additions. My suggestions thus so far have been built on the premise that we don't want to change your deck very much, just replacing individual cards with same-cost cards that do the same thing better. We open a whole new can of worms looking into non-same-cost replacements. And since I've been kind of vague, here are some example Sorcerer decks that I've run to some degree of success that portray the kind of curve and cards I personally find effective and can recommend, which are influenced by the meta and what other people also find strong (although I will say that I prefer crafting my own decks from scratch idiosyncratically, and that you should also look at other people's decks too). I understand that many, perhaps even most of the cards in these decks might not be in your collection yet, but if you want to try out some of these ideas I can recommend either budget alternatives or recommend which cards are actually worth prioritizing crafting. https://www.legends-decks.com/deck/44600/alduin-crafter This is a midrange Sorcerer deck thematically focusing on the inclusion of dragons. In theory you could pull off the same strategy replacing all the dragons with other options, though there are some neat things you can only do with their inclusion. Other people seem to like this one, though whether thematically or strategically I don't know. https://www.legends-decks.com/deck/44599/emeric-shade I would consider this a more standard midrange Sorcerer deck, though the inclusion of Breton Conjurer and Mighty Conjuring is unorthodox. I don't even know if I like having the former in this deck or not. https://www.legends-decks.com/deck/40963/galyn-ordinator This one hasn't been tested at as high a rank as the others and probably needs tweaking. I include it just to show that in a different strategy within the same archetype of midrange Sorcerer some cards are the same across each deck and which cards or slots I consider more flexible. https://www.legends-decks.com/deck/45119/college-hexmage I just threw this together to give an example of how I would run a Sorcerer deck playing around Lillandrill Hexmage. There are many other ways to achieve this. There are many Intelligence creatures which have synergy with actions that can work, but I wanted to build a deck that more closely resembled your deck than an "action deck". https://www.legends-decks.com/deck/45122/hrothgar-weaver I just threw this together for the fun of it as it occurred to me. I thought I'd share it with you since while it includes a very different strategy than appears in your deck or the other examples, at its core it's a very similar body-focused midrange Sorcerer deck. Prophecy-heavy decks used to be very popular, although they were usually Mage or Assassin. Prophecy Battlemage is still popular, but it's a straight-up aggro deck. They could be decent in this meta since aggro is popular (Hlaalu in particular). edit: oh you edited your post, trying to make my life difficult huh. Abeacean Navigator isn't common, but he is decent with Lillandrill Hexmage. I don't know what card you'd swap him for, but I can get behind its inclusion. Mentor's Ring is mostly unplayable. It's used in very niche decks, mostly one turn kill decks such as Stealer of Secrets OTK (usually Battlemage, but technically playable in any class relying on Shadowmere), Nix-Ox OTK (Assassin or Telvanni), or Hist Grove OTK in Telvanni, the last two both relying on Giant Bat + Mentor's Ring to give everything charge, and finally Emeric OTK where you give all of your creatures Ward before playing High King Emeric to nuke face for lethal damage. I can't recommend using this card in any deck, much less this one. Bruma Armorer is pretty bad. I don't know why people bother using it every now and then. There are too many decks which use instant removal, lethal pings, or aoe removal for this card to ever be consistently effective. I can't recommend using this card in any deck. Shadowfen Priest is good or core in every single Endurance deck. I can absolutely get behind crafting this, though I don't know if your deck has room for it with its current curve. The cards you mentioned possibly crafting are all good. Enchanted Plate isn't meta and hasn't been for a long time, but is still a good card. I don't think I'd recommend it in a tempo deck like this though. Archein Elite is only played as a budget option in midrange Sorcerer decks. It's good for that specific role, but it doesn't see play in any other deck, and is usually replaced by other cards when available (in particular Corrupted Shade or Bleakcoast Troll). I can't recommend crafting another copy. Barrow Stalker is one of the strongest most used Endurance cards in the game right now. Enough said. Indoril Mastermind is pretty popular right now. He's stronger in slower decks, but is generally a decent card and could be worth crafting and even including here. I don't know how often other people are using Ald Velothi Assassin, but I'm personally using it increasingly frequently. I do see it very often, but I don't know if that's because it's a relatively new card from the Houses of Morrowind expansion or because people actually think it's good. I can get behind crafting a third copy. I already mentioned Sorcerer's Negation. It's not core in any deck, but it's playable in any Sorcerer or Telvanni deck. Daggerfall Mage is considered one of the best cards in the game. I actually disagree, and don't use her in most decks anymore. That being said, any midrange Battlemage or Sorcerer deck running Wardcrafter can definitely use her effectively. I don't recommend crafting any legendaries at this point in your collection, I think rare and epic cards make better crafting goals. Lucien Lachance isn't a bad card, but he's more of a meme card than a serious addition to a deck. If you find him in a pack you can include him in a deck like this, but I can't get behind crafting him. http://en.uesp.net/wiki/Legends:Decks has the decklists for each premade deck. | ||
Archeon
3235 Posts
Also thanks a lot for the decklist, that helps a lot with my crafting decisions. @card-disadvantage My trash cards are mainly trash bodies like wardcrafter/ashlander/harpy and sometimes haunting spirit for 3 extra damage, so a lot of the time I'm generating value from something that generated already value/has last breath. But I agree that dagger weakens my board more than a javelin would and isn't as flexible, although to be fair it's 3 less expensive. I don't run a lot of copies of archein and ald velothi, so I rarely have a lot of overlap there. I should probably either swap the daggers for the more copies or the aforementioned for wind keeps to have another card that generates save advantage though. Keeping the curve is in no way a requirement. While your dragon deck is charming, if I'd develop the curve I'd rather develop it to a lower cost deck since most decent high mana drops seem to be rare or legendary, so I simply don't have the resources to create something even remotely similar and that seems to go for most of the lategame synergy/cards. I've had problems making 1 and 2 drops count enough to justify the body disadvantage, so they mostly got replaced by support cards like wardcrafter or 2 cost lethal drops like ald velothi. Since I don't have a lot of value 2 drops, I have somewhat of a hole in my curve there, so my deck plays more like a control deck at times when I'm up against aggro. Edit: Ok I vastly overestimated what you get out of those constructed decks. Also going to bed, thank you a lot for your help! | ||
Manit0u
Poland17046 Posts
So, here is the old school basis for the mid-range sorc, how it was actually played when only core was available: https://www.legends-decks.com/deck/45133/core-only-wards Now, this base remains mostly the same, with some slight variations: Blue-heavy (cheaper version but just as effective) Iliac Sorcerer -> Crown Quartermaster Daggerfall Mage (or Haunting Spirit) -> Cunning Ally (DM is hard to craft being non-unique legendary) Breton Conjurer -> Elusive Schemer 1 Night Shadow -> Heirloom Greatsword Bone Colossus -> Supreme Atromancer Item heavy Windkeep Spellsword -> Skilled Blacksmith Haunting Spirit -> Gardener of Swords Camlorn Sentinel -> Mace of Encumbrance 2 Mentor's Ring and 1 Night Shadow -> Tome of Alteration Bone Colossus -> Master of Arms You can mix and match them. Another good card for the item version could be the Enchanted Plate (could get it instead of DM early on). For cheaper options on the top-end you can also use Blackworm Necromancer. Also, your first purchase should always be the Madhouse Collection. It's essential. Here's a modern version of Midrange sorc (at least how I play it right now, including later expansions): https://www.legends-decks.com/deck/45134/standard-midrange-sorc What you'll usually see in difference is Corrupted Shade being swapped for Bleakcoast Troll (same stats but I've found shade to work better, even without the silence) and Memory Wraith for Whiterun Protector (depends on the meta, there's plenty of decks now that utilize graveyard heavily or use Tullius' Conscription so MW is better in my opinion). At least now you'll know which cards are good and what to strive for | ||
Nightmarjoo
United States3359 Posts
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Manit0u
Poland17046 Posts
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Archeon
3235 Posts
So you buy the decks multiple times to gem them instead of packs? I didn't really consider that. Could you explain why Madhouse Collection is essential? And is it worth waiting for that long before spending my resources to upgrade my deck? Also is PvP arena a decent way to gain gold or is it "just" about expanding your collection and I should continue to spam ranked to unlock factions/decks? I'll look at the card pool once I'm not at work anymore xD | ||
Manit0u
Poland17046 Posts
On July 04 2018 20:35 Archeon wrote: Thank you for the additional input! So you buy the decks multiple times to gem them instead of packs? I didn't really consider that. Could you explain why Madhouse Collection is essential? And is it worth waiting for that long before spending my resources to upgrade my deck? Also is PvP arena a decent way to gain gold or is it "just" about expanding your collection and I should continue to spam ranked to unlock factions/decks? I'll look at the card pool once I'm not at work anymore xD You can't buy pre-constructed decks multiple times. My collection is so big now that most of them are simply turned into gems (like all the core cards). I usually buy them to get playsets of some basic cards for the expansion to speed things up. Madhouse Collection is essential in that it has really good cards in it and some of them are pretty much deck-defining in some cases: Altar of Despair, Gardener of Swords, Swindler's Market, Illusory Mimic - those are 4 cards which get decks built around them. Other cards in the set are also useful, even if some of them are rather niche but they still work great in some combo decks. I mean, you can hold out with it until after you got the expansions and your card pool is larger. Here's a detailed overview: As far as gaining gold/grinding: - spam ranked to get player levels (this unlocks stronger versions of cards - remember to choose Blood Magic Lord instead of Night Talon Lord and set your avatar to Breton for the time being as it gives you a shot at awesome legendaries) and some gold from dailies etc. - spam solo/pvp arena to get more gems and cards (not that great for gold as you have to use gold to get into it but usually just 3 wins get you ahead) | ||
Nightmarjoo
United States3359 Posts
Fall of The Dark Brotherhood is probably your first priority, although Return to Clockwork City is pretty good too. Forgotten Hero Collection is pretty good too. I don't know how much these cost, so prioritize them accordingly. Versus Arena is best for gaining soulgems and Core/Heroes of Skyrim/Houses of Morrowind cards. Casual is probably the best way to earn gold, just complete daily quests and spam out some budget deck. Don't be afraid to concede early if things aren't going your way since there's no penalty for defeat. You can earn 10 3-game victory awards per day, for 150-400 gold and 10 random cards ranging common-epic (in theory legendary is possible, but I've never seen it personally). Solo Arena is pretty garbage, the rewards aren't worth the headache of fighting the AI's bullshit crafted decks with >3x copies of cards and with RNG based factors helping them out. Practice mode against Expert AI is a good way to earn Soulgems if you don't mind grinding. Prophecy high decks tend to be good against the AI because they will always break runes. You can earn 300 soulgems per day by winning 20 games against the AI. | ||
Archeon
3235 Posts
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