Elder Scrolls Legends: Cards
Elder Scrolls Legends is a game where understanding card mechanics is of great importance for winning. If you know how to build decks you receive an advantage over your opponent. This guide will tell you everything about cards, their types and features.
The first major classification of all the cards in TES Legends is by their Color. There are Red, Blue, Yellow, Green and Purple colors. Every class can use only 2 colors for building his deck. The colors a player can use depend on the Attributes of his class:
- Strength (Red)
- Intelligence (Blue)
- Willpower (Yellow)
- Agility (Green)
- Endurance (Purple)
There are special Dual Attribute cards with mix of 2 different colors. They are specific to every class. There are also neutral cards which don’t have any specific color and can be played by any player regardless his archetype.
Once again: a deck can contain cards of 2 different colors only (or mix of these colors)! The colors depend on the class you have. You can’t mix more than 2 colors in a single deck. Read more about Classes in TES Legends.
The other major classification is Type. You can see Type right under its title. There are 5 types: Creature, Action, Item, Support, Curse. Each type is described below:
Creature can be placed on the battlefield. They have Power and Health characteristics. Power means strength, Health means number of Hit points. If the unit on the board is out of health it will be destroyed.
There are 28 types of different creatures in the game: Breton, Argonian, Dark Elf, High Elf, Khajiit, Imperial, Nord, Orc, Animal, Ash creature, Deadra, Defense, Dragon, Dreugh, Dwemer, Fish, Goblin, Kwama, Lurcher, Lycanthrope, Minotaur, Reachmen, Redguard, Spriggan, Undead, Wolf, Wood Elf, Wraith.
Some can interact with specific groups of creatures. For example Murkwater Skirmisher is Goblin and he buffs all other goblins on the board when played.
It’s important to pay attention to creature type while building a deck. It may be better to use creatures of similar type because of synergy effects rather than going with mix of different creatures.
Your race choice affects the creatures you may unlock. For example if your hero belongs to Nord race he will most likely be unlocking more Nords.
Actions can’t be placed on board. They allow to perform different actions instead. The effect is described by special Keywords. For example they can deal damage, recover health, provide extra attacks and so on.
Item can’t be placed on board. They allow to change power and health value of creatures on battlefield. Some of them have special keywords and in this case they act like action type.
Support allow to apply different positive effects to your army. Their main difference from above types is that such cards have multi-round effects, meaning that the effect will last for multiple rounds. They are divided into 2 groups: activatable and ongoing. Activatable stay on the battlefiekd and can be activated by player in any turn. Ongoing stay on the battlefield until they are destroyed.
There is no information about how curses really work. We can assume that they work like support cards but debuff enemies instead of applying buffs to your army.
Quality indicates the power / strength of the card. Quality symbol is located at the bottom part right after keywords. There are 4 different quality levels:
- Petty (White)
- Common (Blue)
- Grand (Purple)
- Legendary (Yellow)
The higher the quality the better the card is. It also affects the chances of unlocking / obtaining particular it. Legendary are the best and the most difficult to get.
Keywords describe functionality. Here is a list of all the keywords:
|Breakthrough||When attacking an enemy creature, if that creature dies any “leftover” damage from the attack “Breaks Through” and attack the opponent.|
|Charge||Can attack on the turn they are played on.|
|Drain||Damage dealt is returned to player in health gained (lifesteal)|
|Guard||These cards must be attacked and defeated before attacking other creatures or the opponent|
|Heal||Restores creature's health to its original value|
|Last Gasp||A bonus effect that happens when the card is destroyed|
|Lethal||Will destroy anything they damage|
|Pilfer||A bonus effect received when you deal damage to your opponent|
|Prophecy||When you draw a card from taken damage (losing a rune), if the card has Prophecy, it can be played immediately.|
|Regenerate||Stats “heal” at the end of each turn|
|Silence||Removes all special abilities (items and buffs too?)|
|Shackle||Lock up a creature to have it miss a turn|
|Summon||Extra effects when it's played|
|Transform||Change out one card for another (random?)|
|Ward||A shield that absorbs all damage received once then dissipates|
|Wounded||Some effects only occur when a player's card has received some form of damage|
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