Ramp Scout TES Legends Deck

Today we are goind to talk about one of the archetypes of control decksRamp Scout.


Deck «Ramp Scout»


19550
Netural cards
Odahviing
1
Agility cards
Shadow Shift
3
Ungolim the Listener
1
Thieves Guild Recruit
3
Fighters Guild Recruit
3
Brotherhood Slayer
3
Sanctuary Pet
3
Astrid
1
Giant Snake
3
Thorn Histmage
3
Eclipse Baroness
3
Red Bramman
1
Tazkad the Packmaster
1
Endurance cards
Wind Keep Spellsword
2
Tree Minder
2
Hist Grove
2
Dark Guardian
2
Preserver of the Root
3
Falkreath Defiler
1
Shadowfen Priest
3
Night Shadow
2
Nahagliiv
1
Blood Magic Lord
3

As you can see on curve of this deck there are a lot of late game cards (ten 7+magicka cost cards). It is a the mark of all control decks. This deck costs 9850 soul gems without cards from “The Fall of the Brotherhood” story. The concept of this deck is to gain +1 or more of your max magicka to play strong late game creatures as much earlier as you can.

You will play creatures with Guard like Dark Guardian and Lethal like Sanctuary Pet or creatures with two this keywords Fighters Guild Recruit. There are 10 Lethal cards and 14 cards with Guard in this deck. Astrid have a great synergy with your Lethal creatures. All of Lethal creatures will give you a Completed Contract if you combine them with Astrid. Also you can get a Completed Contract from Brotherhood Slayer. The contracts will give you an extra magicka for one turn so you can play your late game creatures much earlier.

Your max magicka will rise after playing Thorn Histmage, Tree Minder and Hist Grove.

This deck is great against control decks. You have a good early game so you can do good trades, you can get a lot of contracts by your Lethal creatures with Astrid and Brotherhood Slayer. Also you gain +1 max magicka by your creatures and support card Hist Grove. It will give you two copies of Swamp Leviathan if your max magicka is 15. So you will have a powerful late game and you will play much earlier.

This Ramp Scout can be good enough against midrange decks. You can even play more tempo game than a lot of midrange decks. You can play a lot of strong late game creatures in mid game and your opponent should play two or more cards to destroy them. But if you lose a lot of tempo on the board it will be hard to come back.

This deck can be also good against aggressive decks because of a lot of creatures with keyword Guard and Drain.