The Elder Scrolls®: Legends™ - gstaffBethesda


Card Changes
  • Alduin – Card art improved and VFX attached.
  • Bandit Ringleader – Text changed to “Summon: Other friendly creatures in this lane gain “Pilfer: Draw a card” this turn.
  • Barbas - Creature type changed from Beast to Daedra.
  • Breton Conjurer – Text changed to “When Breton Conjurer's Ward is broken, summon a 5/5 Frost Atronach with Guard.”
  • Daggerfall Mage – Text changed to “When Daggerfall Mage's Ward is broken, put a Tome of Alteration into your hand.”
  • Ghost Sea Lookout - Creature type changed from Nord to Breton.
  • Icewing Dragon – Now uses ice-flavored shackle effects.
  • Iliac Sorcerer – Text changed to “When Iliac Sorcerer's Ward is broken, double his power.”
  • Legate Rikke - Creature type changed from Imperial to Nord.
  • Niben Bay Cutthroat – Text changed to “+2/+0 while there are no enemy creatures in this lane.”
  • Shornhelm Champion – Text changed to “When Shornhelm Champion's Ward is broken, he gains +3/+3.”
  • Wildfire Dragon – Card art improved and VFX sped up.

Card Bug Fixes

  • Barter – Now interacts properly with cards that dynamically update based
  • on broken runes.
  • Crusader’s Assault – Should now draw cards in all the proper situations. Let the assaults continue!
  • Dragon Mound – Dragons that return to hand will now continue to have their costs reduced.
  • Forsaken Champion – Now plays well with Dragon Priest Mask.
  • Grandmaster Delphine – Now remains immune to Dragons after changing zones.
  • Heirloom Greatsword – Should now gain a keyword from Arcane Enchanter when returning to hand after its Last Gasp effect.
  • Lockpick – Now when your deck is empty, it is possible to draw the Out of Cards “card” – no more infinite lockpicking!
  • Lydia – Playing under specific circumstances will no longer cause the AI to stop functioning. She will now let the AI finish the game!
  • Move in Shadows – The sneaky creature should now move back at the end of the turn.
  • Night Talon Lord – When this summons an Ulfric’s Zealot and then that Zealot dies, only one Heavy Battleaxe is created instead of two.
  • Riften Pickpocket – Will now show three different cards whenever possible.
  • Riverhold Escort – No longer fails to move if the opponent’s lane is full.
  • Serpentine Stalker – This misbehaving Dragon will now be able to attack enemy creatures in its own lane even if there is an enemy guard in the other lane.
  • Shearpoint Dragon – Cost-reduced actions should now work properly in tandem with this Dragon.
  • Thief of Dreams – Now will not choose a card in deck that is also in hand. This should make for less confusing dreaming.
  • Ulfric Stormcloak – Now will not draw a Nord from your deck when your opponent uses a Shout. Not everyone is on Ulfric’s side.
  • Underforge – Cards that change form (such as Little Girl) after becoming a werewolf will now retain the Werewolf creature type. This strain of lycanthropy is resistant to change.

General Bug Fixes
  • All five Skyrim Theme Decks have new deck tile art, which can be changed by players. Also, these deck art images are now available for use with all decks of the appropriate classes.
  • Many card hangers have had their text and images improved.
  • Many Solo Arena decks have had Titles added to their opponents.
  • The description for Beast Form has been updated to "Changes into a Werewolf when an enemy rune is destroyed."
  • The icon for Beast Form has been added to its Glossary entry.
  • Tooltips for buttons in the Social menu have been fixed.
The Elder Scrolls®: Legends™ - gstaffBethesda


Card Changes
  • Alduin – Card art improved and VFX attached.
  • Bandit Ringleader – Text changed to “Summon: Other friendly creatures in this lane gain “Pilfer: Draw a card” this turn.
  • Barbas - Creature type changed from Beast to Daedra.
  • Breton Conjurer – Text changed to “When Breton Conjurer's Ward is broken, summon a 5/5 Frost Atronach with Guard.”
  • Daggerfall Mage – Text changed to “When Daggerfall Mage's Ward is broken, put a Tome of Alteration into your hand.”
  • Ghost Sea Lookout - Creature type changed from Nord to Breton.
  • Icewing Dragon – Now uses ice-flavored shackle effects.
  • Iliac Sorcerer – Text changed to “When Iliac Sorcerer's Ward is broken, double his power.”
  • Legate Rikke - Creature type changed from Imperial to Nord.
  • Niben Bay Cutthroat – Text changed to “+2/+0 while there are no enemy creatures in this lane.”
  • Shornhelm Champion – Text changed to “When Shornhelm Champion's Ward is broken, he gains +3/+3.”
  • Wildfire Dragon – Card art improved and VFX sped up.

Card Bug Fixes

  • Barter – Now interacts properly with cards that dynamically update based
  • on broken runes.
  • Crusader’s Assault – Should now draw cards in all the proper situations. Let the assaults continue!
  • Dragon Mound – Dragons that return to hand will now continue to have their costs reduced.
  • Forsaken Champion – Now plays well with Dragon Priest Mask.
  • Grandmaster Delphine – Now remains immune to Dragons after changing zones.
  • Heirloom Greatsword – Should now gain a keyword from Arcane Enchanter when returning to hand after its Last Gasp effect.
  • Lockpick – Now when your deck is empty, it is possible to draw the Out of Cards “card” – no more infinite lockpicking!
  • Lydia – Playing under specific circumstances will no longer cause the AI to stop functioning. She will now let the AI finish the game!
  • Move in Shadows – The sneaky creature should now move back at the end of the turn.
  • Night Talon Lord – When this summons an Ulfric’s Zealot and then that Zealot dies, only one Heavy Battleaxe is created instead of two.
  • Riften Pickpocket – Will now show three different cards whenever possible.
  • Riverhold Escort – No longer fails to move if the opponent’s lane is full.
  • Serpentine Stalker – This misbehaving Dragon will now be able to attack enemy creatures in its own lane even if there is an enemy guard in the other lane.
  • Shearpoint Dragon – Cost-reduced actions should now work properly in tandem with this Dragon.
  • Thief of Dreams – Now will not choose a card in deck that is also in hand. This should make for less confusing dreaming.
  • Ulfric Stormcloak – Now will not draw a Nord from your deck when your opponent uses a Shout. Not everyone is on Ulfric’s side.
  • Underforge – Cards that change form (such as Little Girl) after becoming a werewolf will now retain the Werewolf creature type. This strain of lycanthropy is resistant to change.

General Bug Fixes
  • All five Skyrim Theme Decks have new deck tile art, which can be changed by players. Also, these deck art images are now available for use with all decks of the appropriate classes.
  • Many card hangers have had their text and images improved.
  • Many Solo Arena decks have had Titles added to their opponents.
  • The description for Beast Form has been updated to "Changes into a Werewolf when an enemy rune is destroyed."
  • The icon for Beast Form has been added to its Glossary entry.
  • Tooltips for buttons in the Social menu have been fixed.
The Elder Scrolls®: Legends™ - gstaffBethesda

This month’s card is a Skyrim native son who has decided to follow the strong Nordic tradition of aggression and glory in battle. He believes that to hang back on the defensive is cowardly and not befitting a brave warrior such as yourself, preferring instead to rush into battle to prove your honor, and earn your place in the Halls of Glory. And why shouldn’t he? After all, he’s sworn his life to protect one of the most controversial figures in all of Skyrim: Ulfric Stormcloak.


That is quite the payoff for breaking enemy runes! One of the biggest weaknesses of aggressive decks can be that they sometimes empty their hand very quickly and then run out of steam when the opponent answers the first onslaught. Not so with Ulfric’s Housecarl! Drop this bad boy, break a few runes, and he should be able to provide you with enough gas to finish your opponent off.

The Housecarl himself doesn’t even have to be the one breaking the runes to get the card drawing benefit, so he’s going to be particularly effective when you already have a board of creatures ready to attack when you play him. Of course, if your opponent has been answering your creatures as you play them, Ulfric’s Housecarl will do a perfectly fine job of breaking the runes on his own as well with a respectable 3 power.

Ulfric’s Housecarl does not have to be relegated entirely to aggressive decks. Slower Crusader decks still tend to be interested in powerful rune-break payoffs like Dawnstar Healer or Burn and Pillage, and the Housecarl should fit in nicely there as a way to keep up pressure while maintaining a full hand to help answer opposing threats as they appear. Imagine a board involving Dawnstar Healer, Ulfric’s Housecarl and Haafingar Marauder; every time you break a rune you’ll be gaining 3 health, drawing a card, and getting an item to bolster your army!

No matter how you decide to shatter your opponent’s defenses, hop into ranked mode this month to claim your copies of Ulfric’s Housecarl and remember: SKYRIM IS FOR THE NORDS!
The Elder Scrolls®: Legends™ - gstaffBethesda

This month’s card is a Skyrim native son who has decided to follow the strong Nordic tradition of aggression and glory in battle. He believes that to hang back on the defensive is cowardly and not befitting a brave warrior such as yourself, preferring instead to rush into battle to prove your honor, and earn your place in the Halls of Glory. And why shouldn’t he? After all, he’s sworn his life to protect one of the most controversial figures in all of Skyrim: Ulfric Stormcloak.


That is quite the payoff for breaking enemy runes! One of the biggest weaknesses of aggressive decks can be that they sometimes empty their hand very quickly and then run out of steam when the opponent answers the first onslaught. Not so with Ulfric’s Housecarl! Drop this bad boy, break a few runes, and he should be able to provide you with enough gas to finish your opponent off.

The Housecarl himself doesn’t even have to be the one breaking the runes to get the card drawing benefit, so he’s going to be particularly effective when you already have a board of creatures ready to attack when you play him. Of course, if your opponent has been answering your creatures as you play them, Ulfric’s Housecarl will do a perfectly fine job of breaking the runes on his own as well with a respectable 3 power.

Ulfric’s Housecarl does not have to be relegated entirely to aggressive decks. Slower Crusader decks still tend to be interested in powerful rune-break payoffs like Dawnstar Healer or Burn and Pillage, and the Housecarl should fit in nicely there as a way to keep up pressure while maintaining a full hand to help answer opposing threats as they appear. Imagine a board involving Dawnstar Healer, Ulfric’s Housecarl and Haafingar Marauder; every time you break a rune you’ll be gaining 3 health, drawing a card, and getting an item to bolster your army!

No matter how you decide to shatter your opponent’s defenses, hop into ranked mode this month to claim your copies of Ulfric’s Housecarl and remember: SKYRIM IS FOR THE NORDS!
The Elder Scrolls®: Legends™ - gstaffBethesda
To celebrate the release of Heroes of Skyrim, we are launching a new Gauntlet format called Grand Melee. Players will clash over 12 rounds to earn a piece of our largest in-game prize pool to date. The cost of entry is 1000 Gold or 6 Event Tickets, and participants are limited to a single run. Entry includes a premium playset of alternative art Piercing Javelin cards so that players may strike down their foes in style.



Grand Melee will run 8 hours only beginning Saturday, July 29th at 9:00 AM EDT (GMT-4) and ending Saturday, July 29th at 5:00pm AM EDT (GMT-4). Players who enter before 5:00pm will have an additional 2 hours to complete their run although we recommend starting earlier.

In addition, there will be a Rumble this weekend to give players a chance to hone their decks before the Grand Melee. Rumble entry begins Saturday, July 22 at 6:00 AM EDT (GMT-4) and closes Monday, July 24 at 6:00 AM EDT (GMT-4). All pack prizes for Rumble will now be from the Heroes of Skyim set.

For more details on the event prize tables, please visit https://legends.bethesda.net.

Sovngarde awaits!
The Elder Scrolls®: Legends™ - gstaffBethesda
To celebrate the release of Heroes of Skyrim, we are launching a new Gauntlet format called Grand Melee. Players will clash over 12 rounds to earn a piece of our largest in-game prize pool to date. The cost of entry is 1000 Gold or 6 Event Tickets, and participants are limited to a single run. Entry includes a premium playset of alternative art Piercing Javelin cards so that players may strike down their foes in style.



Grand Melee will run 8 hours only beginning Saturday, July 29th at 9:00 AM EDT (GMT-4) and ending Saturday, July 29th at 5:00pm AM EDT (GMT-4). Players who enter before 5:00pm will have an additional 2 hours to complete their run although we recommend starting earlier.

In addition, there will be a Rumble this weekend to give players a chance to hone their decks before the Grand Melee. Rumble entry begins Saturday, July 22 at 6:00 AM EDT (GMT-4) and closes Monday, July 24 at 6:00 AM EDT (GMT-4). All pack prizes for Rumble will now be from the Heroes of Skyim set.

For more details on the event prize tables, please visit https://legends.bethesda.net.

Sovngarde awaits!
The Elder Scrolls®: Legends™

As no-brainers go, they don't come much less brainy than picking Skyrim as the theme for the first full expansion for your Elder Scrolls card game. Not that I blame developer Dire Wolf Digital for pushing for the most obvious button one bit. Until last month, it's fair to say Legends didn't feel in the best health, with a stale meta and long queue times suggesting a slim playerbase. But June saw a series of substantial improvements, starting with the Steam release (previously Legends had only been playable through Bethesda's launcher) and followed by the launch of 'Twitch Drops', which handed players juicy amounts of in-game gold and crafting currency just for watching streamers play the game. 

I've written in detail about drops, but the short version is that they've probably saved Legends. The game always felt generous in terms of rewards, especially compared to Hearthstone, but partly that was out of necessity. Legends uses bigger decks (50 cards minimum versus 30 maximum in Hearthstone), and these can include up to three copies of many legendaries, meaning tier 1 decks are often expensive to craft. But honestly, right now the amount of free stuff being dished out is astonishing. 

Provided I have a stream on for a couple of hours, most days I'll get enough gold for six packs or be given a free legendary card. Bethesda has said the rates will likely be toned down now Skyrim has bedded in, but a healthy precedent has been set and I expect some form of giveaways to keep coming.

Drops were followed by the launch of Skyrim at the tail end of June, and as you'd expect from the source material, the 154 new cards lean hard on Dragons, Shouts and Werewolves as the main mechanics.  

In Legends you combine cards from two colours to create a class, and each colour has been given its own new legendary Dragon. There are also two powerful new neutral Dragons in the form of lore favourites Alduin and Paarthurnax, both of which have suitably spectacular effects. 

In combination with a bunch of smaller synergistic cards—like the Lookouts, each of which triggers an effect whenever you summon a Dragon—the critical mass of Dragon stuff now available means that playing a themed deck in almost all colour combinations is a possibility (though better in some than others, with Scout and Archer currently the best fits). 

Contrast this with Hearthstone's Blackrock Mountain Adventure, which also introduced a bunch of Dragon cards, but lacked enough support to really make the archetype viable until the arrival of The Grand Tournament a set later.

Shout, shout, let it all out 

Skyrim's real innovation is the new Shout cards. Again, each colour gets one of its own, and these are 'actions' (ie spells) which scale in power the more times you play them per game. For instance, the first time you cast Soul Tear, probably the best Shout, you get to pull a card out of your graveyard and into your hand. But on the third occasion you cast it, that card will also get a whopping +5/+5 buff. In fact, the use of the graveyard is increasingly becoming one of the main reasons to like Legends, adding another layer of strategic depth to long matches.

It should also be noted that, unlike the Quest cards from Hearthstone's Un'Goro expansion which were all legendary rarity, all the Shouts in Skyrim are commons, meaning it's cheap for players to experiment with them. And again there are support cards which enable you to draw and upgrade your shouts to ensure the concept doesn't whiff.

Of the new themes, probably the most undercooked are the new werewolf cards, which get a 'Beast Form' buff if they're on the board when you break one of your opponent's runes. Which isn't to say the werewolves are bad—Circle Initiate and Aela's Huntmate are strong enough to see regular play in Archer—but that there aren't quite enough of them to go all-in on a Werewolf theme (or indeed meme) deck. Or at least, there aren't yet. 

Elsewhere other key characters from the Skyrim universe make appearances as unique legendaries, from J'zargo the hapless Khajit conjurer ("Try to keep up with this one") to rebellion leader Ulfric Stormcloak. 

My personal favourite in terms of flavour is Lydia, whose signature ability is that she blocks attackers in both lanes, a riff on the fact the Skyrim character would impede players by getting stuck in doors. Dire Wolf's designers have really sunk their teeth into the setting and come up with some super-flavorful cards. 

Of all the unique legendaries, the most powerful in a vacuum is Ancano, which is another late-game threat for blue decks. A slightly weird choice, as blue already had the best-in-class finisher in the form of Supreme Atromancer, which brings me fairly neatly to balance.

For the most part the metagame which has emerged post-Skyrim feels healthy, with plenty of decks still to be discovered. If you're one of those Hearthstone refugees who hate aggro, the good news is that control decks are viable in Legends, but midrange is probably the most powerful archetype right now. That means you can expect a lot of grindy back and forth games, which may or not appeal depending on personal preference. It hasn't all been rosy though. 

It didn't seem to matter that high level players soon figured out these cards weren't actually that strong.

I've held off on writing this because I wanted to see what Dire Wolf was going to do about three cards the community immediately decreed toxic. Two of these were cards which buffed your entire deck. Echo of Akatosh was a Dragon that gave every subsequent creature a random keyword, while Praetorian Commander buffed them all by +2/+2. Almost immediately the subreddit was in flames, with thread after thread complaining about how unfun these effects were and how Legends was supposed to be a safe haven from wild RNG effects. It didn't seem to matter that high level players soon figured out these cards weren't actually that strong, the pitchforks had been lit and would not be extinguished.

The other card causing uproar has been Bringer of Nightmares, which shows you a random creature from the entire pool of possibilities and lets you transform something on the board, including itself, into that card—complete with accompanying summon effect. Imagine Tinkmaster Overspark from Hearthstone, only with even more swingy outcomes and controlled targeting. Here I have some sympathy with the community, given that Legends has been marketing itself as a more serious-minded alternative to Hearthstone in which the outcome of games is less reliant on randomness. To which I would say: someone should have told the design team.

In any case, Dire Wolf interceded swiftly, nerfing all three cards into varying levels of unplayability this week. The studio has built a reputation for not being afraid to step in when it comes to balance, again in contrast to Hearthstone's developers, and though I think I'd have liked them to let these cards bed in a little longer, I can also understand why they didn't want to squander the goodwill the set was otherwise receiving.

Less forgivable are the number of bugs still to be squashed in the set, which are an understandable result of some of the complex possible card interactions, but also point to the power of Blizzard's big blue chequebook when it comes to QA testing expansions. 

Prophetic fallacy 

Longer term I think a far bigger problem facing Legends than the design of any single card is the Prophecy system itself. This is what enables certain cards to be played for free on your opponent's turn when one of your runes breaks. Now that we're three expansions into Legends' life, the density of Prophecy cards available means it's possible to stack decks with prophecies without trading off too much power. I've seen Battlemage decks running over 30 prophecies, which for my money makes the effect way too consistent, and again unfun to lose to. And to head off the counterpoint, trying to save up enough damage on board to OTK your opponent often isn't a plausible option. 

Unless Dire Wolf caps the number of Prophecy cards decks can include, or starts rotating sets out, the issue is going to be compounded with each expansion. Particularly if they keep printing Prophecy cards as powerful as Mystic Dragon. The Prophecy issue aside, I've loved returning to Legends—so much so that this month I actually bothered grinding back up to legend rank, which I haven't felt inspired to do for a long time. 

Back when I reviewed Legends in March I said it was a deep, satisfying game that desperately needed an injection of players. The combination of Twitch Drops and the Skyrim set has gone a long way to doing that, so if you're looking for a new CCG, I would recommend Legends pretty much unreservedly at this point. Now there's a good shout. 

The Elder Scrolls®: Legends™ - gstaffBethesda
Card Changes

Any Soul Summoned copies of the following cards can be Soul Trapped for their full value until August 1.

Echo of Akatosh


When considering changes to cards, our goals are always to create the most fun game possible. Balance is a big part of that, but maximum fun is always the end goal.

We’ve found that the types of decks Echo encourages tend to not be very fun to play against. With this change, Echo provides more hope for your opponent to draw an answer to it, and may encourage it to be used in different decks.

Praetorian Commander


At +2/+2, Commander decks have a tendency to get out of hand and create frustratingly one-sided games. Toning down the ability to +1/+1 creates more potential for close games after a Commander or two have been played.

Bringer of Nightmares


Bringer of Nightmares has been putting up very high win rate numbers. While the card is quite fun to play with and creates very interesting decisions, it is a little stronger than we feel comfortable with given how variable the output is. 7 cost is a better spot for it.

Belligerent Giant


Belligerent Giant has consistently been one of the best performing cards since Legends came out of open beta. Coincidentally, the Giant has also received two small buffs from general design changes. First, by making its ability cancelable, and second by making it able to unsummon friendly creatures.

While the Giant does a lot of good things, it does discourage players from playing with expensive creatures that don’t have summon abilities. Cards like Quin’rawl Burglar and Indoril Archmage get heavily punished by enemy Giants.

We think this change will keep a lot of the things we like about the Giant while encouraging more interactivity when playing with and against it.

Dawnstar Healer


Like Relentless Raider before it, we are changing Dawnstar Healer to use “after” on its rune break trigger. This will allow more interactivity when it is combined with Ring of Namira. We will be offering sellback on both Dawnstar Healer and Ring of Namira as part of this change.

Leafwater Blessing and Thieves Guild Fence were mentioned in the 65.1 Patch Notes, and they will also be available for sellback until August 1.

Bug Fixes

  • Silencing a creature with Ward no longer gives that creature Ward again.
  • Niben Bay Cutthroat properly earns its conditional buff when replayed after unsummon.
  • Starting Daily Quests are now operating properly.














The Elder Scrolls®: Legends™ - gstaffBethesda
Card Changes

Any Soul Summoned copies of the following cards can be Soul Trapped for their full value until August 1.

Echo of Akatosh


When considering changes to cards, our goals are always to create the most fun game possible. Balance is a big part of that, but maximum fun is always the end goal.

We’ve found that the types of decks Echo encourages tend to not be very fun to play against. With this change, Echo provides more hope for your opponent to draw an answer to it, and may encourage it to be used in different decks.

Praetorian Commander


At +2/+2, Commander decks have a tendency to get out of hand and create frustratingly one-sided games. Toning down the ability to +1/+1 creates more potential for close games after a Commander or two have been played.

Bringer of Nightmares


Bringer of Nightmares has been putting up very high win rate numbers. While the card is quite fun to play with and creates very interesting decisions, it is a little stronger than we feel comfortable with given how variable the output is. 7 cost is a better spot for it.

Belligerent Giant


Belligerent Giant has consistently been one of the best performing cards since Legends came out of open beta. Coincidentally, the Giant has also received two small buffs from general design changes. First, by making its ability cancelable, and second by making it able to unsummon friendly creatures.

While the Giant does a lot of good things, it does discourage players from playing with expensive creatures that don’t have summon abilities. Cards like Quin’rawl Burglar and Indoril Archmage get heavily punished by enemy Giants.

We think this change will keep a lot of the things we like about the Giant while encouraging more interactivity when playing with and against it.

Dawnstar Healer


Like Relentless Raider before it, we are changing Dawnstar Healer to use “after” on its rune break trigger. This will allow more interactivity when it is combined with Ring of Namira. We will be offering sellback on both Dawnstar Healer and Ring of Namira as part of this change.

Leafwater Blessing and Thieves Guild Fence were mentioned in the 65.1 Patch Notes, and they will also be available for sellback until August 1.

Bug Fixes

  • Silencing a creature with Ward no longer gives that creature Ward again.
  • Niben Bay Cutthroat properly earns its conditional buff when replayed after unsummon.
  • Starting Daily Quests are now operating properly.














The Elder Scrolls®: Legends™

The promise of playing big-ass dragons and magical shouts has lured me back to The Elder Scrolls: Legends this month. The new Heroes of Skyrim expansion contains over 150 cards, including unique legendaries for lore favourites like Alduin, Ulfric Stormcloak and J'zargo (pro tip: do not craft the hapless Khajit wizard). I’ll be writing something approximating a review next week, but right now I want to talk about the in-game economy, because Legends is doing something pretty remarkable that's going to have an effect on lots of games in the future. 

As with all CCGs, building a competitive collection can be a dauntingly expensive business, even though Legends has always been pretty generous about handing out gold rewards for buying packs and the soul gems used to make cards. With the userbase feeling somewhat fragile before the new set launched, I wondered how many players would be willing to spend big on packs, especially given that the game’s 50-card decks can run up to three copies of certain legendaries.

Bethesda and developer Dire Wolf Digital came up with a few solutions to the cost problem, including selling decent pre-built decks containing some of the new cards for 500 gold a pop. But the most interesting idea has been the introduction of Twitch drops. The way these work is simple: Link your Bethesda account to your Twitch one, then watch any streamer in The Elder Scrolls: Legends directory (doesn’t matter how big the channel is), and eventually you’ll be notified with a private message to say that you’ve been selected to receive a random reward which will then be credited to your in-game account.

Currently the rewards on offer are 600 gold (enough to buy six packs), 1500 soul gems (enough to craft a legendary card), or a legendary pack that contains a single random legendary card.

But here’s the nuts part: Provided you’re logged in pretty regularly—and there’s nothing to stop you going AFK while the stream is running—you can realistically expect to get one of these drops every 24-36 hours. Bethesda won’t reveal what the exact cooldown is, but did confirm to me that watching multiple streams at once makes no material difference to your chances. 

Obviously I benefit from having a job at which it’s acceptable to leave Twitch running on my second monitor for half the day, but I can confirm that since the drops scheme has been running I’ve received enough gold to buy dozens of packs, multiple legendaries, and the gems to craft plenty more. Combined with the fact that Skyrim’s initial log-in reward quest, which gave players three packs for winning three games, was bugged and kept repeating, I’ve been able to build an almost complete Skyrim set relatively quickly and cheaply, with only one 50-pack bundle paid for with cash.

Here's what two weeks worth of drops looks like, via reddit user ajrc0re

Clearly flooding the market with gold and gems around the time of a new release is a good way to energise the playerbase, but I’m surprised at how generous Bethesda has been here. Less surprisingly, Pete Hines, vice president of PR and marketing at Bethesda, suggested that drop rates will change in the future on last week’s The Elder Scrolls: Legends stream, and presumably that doesn’t mean they’ll be going up. "We’re going to play with it and try a variety of things of different shapes and sizes," a Bethesda spokesperson told me. "The system gives us the flexibility to dial up or down the frequency of drops as needed. We’ll always strive to do what’s best for the community and the long-term health of the game."

The idea of free stuff in exchange for spectating is of course not new to PC gaming, with CS:GO pioneering Souvenir Packages as far back as 2014. “We’d seen a few other games do it,” Bethesda’s rep tells me. “AJ (LaSaracina, brand manager on Legends) is the one who came up with the idea and we kinda ran with it.”  What's interesting about the way Legends is handling drops is that the rewards aren’t tied to a one-off event or tournament, but are instead intended as ongoing support for content creators.

A dream for streamers

Since the system came into play, Legends' most popular streamers have seen their viewership jump dramatically. “Drops have, in short, been incredible," says Christian "CVH" Van Hoose, who runs one of Legends’ biggest channels. "Before Twitch drops, I averaged between 150-200 viewers and peaked at 300 or so thanks to the recent Steam release, which was another good move. The day after drops my viewership more than doubled, and has been on the rise even since then. As I'm writing this, my average concurrent viewership has been over a thousand for the past week, which is a number I had never even peaked remotely close to prior."

Van Hoose isn’t worried that the rewards are likely about to be dialed down either. "I wouldn't mind if they had to lower the value of them as long as they could keep their frequency and encourage streamers and viewers to check out the game on Twitch. I'm not sure if that would ever become necessary, but I'd be happy with reduced Gold, a single card pack, or other rewards as well."

CVH looks on impassively as he crushes another opponent on stream.

I’m curious about whether these new viewers still engage with the channel in the way his regulars do, or whether the fixation with drops has led to a worse chat experience. “Overall chat activity is up," he says. "Granted, it hasn't seen a directly proportionate increase to the increased viewers, because of some leaving the stream on while doing other things, but it shows that many who come just for the "free stuff" wind up getting more engaged and start chatting. No one is required to follow the stream, subscribe, or even comment in chat to get the drops, yet I have seen a significant increase in all three areas."

Seemingly, then, it's a system without downsides. The players get free stuff that makes completing their collection significantly easier, the streamers get a substantial audience boost, and Dire Wolf and Bethesda get a game with a more viable playerbase (presumably at the acceptable cost of making slimmer margins on expansions). And even if you’re not a CCG fan, it’s easy to see how similar schemes could be applied to, well, any PC game that has in-game content. When Bethesda announced drops, they said the plan was to roll the idea out to other titles, though there’s nothing concrete the company is willing to talk about yet.

I also wanted to know if Twitch has similar programs in development with other publishers.

David Hoffman, senior manager for publisher & developer strategic partnerships tells me: “We are always evaluating new and interesting opportunities with our partners and hope to be announcing some additional drops partnerships soon.” Imagine getting weapon skins just for watching PUBG streams, to give one example off the top of my head, or Rocket League loot crates. It’s clearly in Twitch’s interest to make the process as seamless as possible. “Our drops integration process is fairly streamlined," says Hoffman, "and although it does take some work on the development side we have seen that the programs have paid off for the developers who have participated."

Hoffman also isn’t worried about an influx of grabby viewers who only care about freebies. "This was originally one of our concerns when we first decided to launch the program,” he says. "After monitoring the results closely so far we haven't seen this type of behavior. Folks who have tuned in, have not just tuned in for the reward, but have continued to engage even after receiving their loot. Additionally, the developer fully controls how they reward the viewers and are able to guard against exploiting the system as they see fit."

With integration in more games seemingly inevitable, the concept of Twitch drops in other games is clearly one to watch. After all, who knows what you might get?

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