LEGENDARY BEGINNINGS
Wisdom of Ancients: Halls of the Dwemer
Frank Lepore
November 18, 2016

This year, The Elder Scrolls: Legends made its way to PAX West to be part of the PAX Arena, where fans and influencers competed on stage in a series of epic tournaments. If you were watching, you might have noticed known streamer Numotthenummy crush all comers in the Legends Tournament Finals using a fairly unique Halls of the Dwemer deck.

The Dwemer are a neutral race in Legends, which often implies the cards will be a little less powerful than their class-specific brethren, but we’re going to take a look at how Numot won the event with the mechanical race and why the Dwemer are not to be trifled with.

If you’re  looking for a deck that is a (immolating) blast to pilot, but also uses fewer legendaries than some of our previous offerings, this might be the one for you, running a mere two legendaries in the entire lineup.

While it might look like it shares a lot of similarities with our previous Spellsword Tokens list, most of those similarities are in the utility cards, such as Piercing Javelin and Edict of Azura. Of course you’re likely to find copies of these in every Spellsword list as they’re some of the most efficient removal spells in the entire game, let alone in Endurance and Willpower. Divine Fervor also typically falls into this category if we’re playing a deck that likes to go wide (filling the board with creatures) rather than going tall (going all-in on a single large creature or two). There are also three specific creatures that work extremely hard at making much smaller creatures worthwhile - Bruma Armorer, Bruma Profiteer, and Fifth Legion Trainer - so of course those are included here as well.

The deck utilizes a lot of cards that you otherwise probably wouldn’t be including if it weren’t a Dwemer-based deck. Take Stronghold Eradicator for example. Upon first glance this looks like a huge drawback; after all, Guard is a great ability and giving it to the opponent’s creatures could be terrible! But there’s a lot more going on here, and realizing that can lead to a higher level of thinking within the game.

Say your opponent has a really good creature that you want to get off the board, but they also have a sizable creature with Guard that’s standing in your way. Well, once all their creatures have Guard, essentially none of them do in regards to having to attack a specific one. But that’s not all. You know what else giving a creature Guard accomplishes? It pulls them out of cover! So if your opponent was counting on having their Lillandral Hexmage survive for a turn thanks to the protection of the Shadow lane, think again. Now that she has Guard, her cover is blown, so to speak.

Halls of the Dwemer is the card that brings it all together. It’s like a Divine Fervor specifically for Dwemer, in addition to the actual Divine Fervor already in your lineup. So now all of our Dwarven Spiders and Spider Workers are extremely formidable for their costs. And you get a free Barded Guar! Well, a 3/3 Dwarven Spider with Guard, but, you know... similar.

In addition to the ubiquitous Nahagliiv, our top end concludes with a full trio of Dwarven Centurion. Not only is this saucy gentleman a 9/8 with Breakthrough if we have a Halls of the Dwemer in play, but it also gives us free 3/3’s that cost zero magicka every time it’s dealt damage! That’s a bargain if I’ve ever heard one.

I loved the deck after seeing Numot crush his competition with it and couldn’t wait to properly show it off to you guys. If you have any questions or suggestions, you can reach me on Twitter at @FrankLepore