The Elder Scrolls®: Legends™ - christian.vanhoose
Greetings, Outlander! By now, you’ve gotten to see all the cards in our Houses of Morrowind expansion, so we thought it might be fun to go through some of the cards and tell some of the stories behind their designs. Here goes!

The Oathmen

Once we decided Morrowind was going to be a three-attribute set, it didn’t take us long to add something like this cycle to the file.

We like putting cards at common rarity that make you care about the attribute ratio of your Arena deck. Drafting is a lot more fun when you’re drawn towards certain cards for reasons other than their raw power level and since every card has an attribute, it’s an easy thing to key off of. The “Ally” cycle in the core set, for example, was created so that you might lean towards one of your two attributes as you drafted.

In Houses of Morrowind we wanted to make a cycle that could work in a two-attribute deck, but really sang in three-attribute decks – particularly in Arena. Originally, they were called “Allies” and checked the top two cards in your deck much like the original Allies. We soon decided that we preferred gameplay similar to the cycle cards like “Priest of the Eight” hail from in Heroes of Skyrim. Checking for cards in play gave players a lot more agency and proved a lot more satisfying.

From there, we went through a lot of iteration on the abilities themselves to make sure each was generically useful, but also made sense for the appropriate House’s theme. We think we landed in a place where these push you in the right direction in Arena while acting as almost a fourth three-attribute card for their respective houses in constructed.

Camonna Tong Heavy

When making a set with as many themes as Houses of Morrowind, it’s important to create overlap between them. Cards that have different contexts in different Houses make deckbuilding a lot more interesting.

Take Camonna Tong Heavy. He has House Hlaalu’s “Plot” mechanic but he definitely appreciates a little help from House Redoran’s “Rally” mechanic.

As an aside, we normally would be a bit reluctant to make cards with Summon abilities that reference their own power or health unless the card modifies itself in some way because it’s usually a lot shorter and simpler to just say the actual number.

In another set, Camonna Tong Heavy might simply say “Unsummon a creature with less than 4 power.” But having Rally in the set made text boxes like this one worthwhile. You can see the same logic at work on Odirniran Necromancer and Grand Inquisitor, which also appear in Rally attributes.

Seyda Neen Courier

This little guy may look unassuming, but he’s one of our favorite cards in the set. We’re always hunting for elegant designs – that is, cards that are simple but nevertheless have a lot of gameplay to them. And that’s what Seyda Neen Courier does.

This is a simple enough card that could appear in any set and could go in any Arena deck. At worst it’s a 2-cost 3/1, which isn’t embarrassing. But in this set it does so much more.

For House Dagoth, that +3/+0 sword goes a long way towards creating an early 5-power monster, which can turn on cards like Ash Piercer and Ascended Sleeper.

House Telvanni loves that the Courier can give away its sword and leave behind a 0/1 body that’s ripe for Betrayal.

And should you find yourself in, say, an aggressive Battlemage deck, (hey, not every deck has to be tri-color) you’ll probably appreciate the way that sword can provide a little bit of burst or enable a Rally creature to trade with a burly Guard.

Temple Patriarch

Exalt is a great mechanic because it can help players have things to do throughout the whole game. A card like, say, Vivec City Pilgrim can act as either a 2-cost card OR a 5-cost card, making it more likely you have something to do on turns 2 and 5.

There’s just one problem – while playing Exalt creatures early is often correct, it’s also not very fun. In general, players vastly prefer to use the text on their cards. So it can be painful throwing your Pilgrim out on turn 2, knowing you’ll never get that sweet +2/+2 bonus.

That’s where Temple Patriarch comes in. With Patriarch in your deck, playing an Exalt creature early doesn’t necessarily mean giving up on its game text. If you can keep it alive and land a Patriarch, you can have your early game cake and your late-game frosting too. It may not always work out, but we found the possibility of doing so made Exalt much more fun to build around.

Writ of Execution & Morag Tong Nightblade

When Morag Tong Nightblade was spoiled, many players did a double-take. What was a slaying assassin doing in Willpower?

The answer is that we were trying to make a statement about the Morag Tong. What makes them different from the Dark Brotherhood? Well, whereas the Brotherhood is a death cult that kills to honor Sithis, the Morag Tong is a respectable organization that upholds the law and kills deserving targets.

Both organizations have cards in Agility – after all, they’re sneaky assassins. But whereas the Dark Brotherhood lurks in Endurance, an attribute that has a certain appreciation for death, the Morag Tong’s secondary attribute is Willpower, the attribute that seeks to impose its sense of order on the world.

Writ of Execution also deserves a little digital ink. We normally don’t like cards to create cards of other attributes, but if the flavor is good enough we can make exceptions. Here the Completed Contract really sold the story and helped solidify the Morag Tong as Willpower-Agility. The clause also gave your opponent an incentive to kill the creature before you could complete your contract – perhaps by Betraying it? – creating a little more gameplay tension.

Cliff Hunter, Cliff Strider, and Cliff Racer Onslaught

When we realized we were making a Morrowind set, we knew we were going to need some Cliff Racers. There was just one problem. In our Core set, we’d defined Cliff Racer as a big dumb Charge guy. Original Cliff Racer has exactly one thing going on, and that thing is Charge.

But we didn’t want to add a bunch of big Charge guys with Morrowind. One thing we’ve been keeping an eye on is the amount of burst damage in the game. Some amount of burst damage is healthy – it gives aggressive and midrange decks hope against control opponents who have otherwise stabilized, making the ends of games more exciting. But too much makes the game feel less interactive, because you don’t have a chance to deal with creatures before they hit you. As we add more sets, the risk of the latter situation increases, so we were very careful with those kinds of cards in HoM.

And that’s how we arrived at these cards. Cliff Strider gives you more stat points than we typically put on a Charge creature, but can only attack creatures. Cliff Hunter uses “Summon: Battle a creature” as a different take on a Charge creature that can’t attack your opponent, (a formula you’re likely to see us do more of going forward.)

And finally, Cliff Racer Onslaught follows through on the meme that Morrowind is full of Cliff Racers. But what are these Cliff Racers doing? Descending on unwary travelers, of course! There are ways to allow your new Cliff Racers to hit your opponent, but you usually have to use your existing board to do it, so the damage didn’t entirely come out of nowhere.

Fun side note: Early on in testing, Onslaught cost a bit more but made two Racers and targets in each lane to really drive the story home. Trust us: That was too many Cliff Racers – especially when copied with Mushroom Tower.

Caius Cosades

Back in early Heroes of Skyrim design, we came up with a mechanic for the Thieves Guild that we called “Spy.” Spy would let you look at two of your opponent’s cards, and try to guess which they had in their hand for a benefit.

The mechanic was divisive. Some playtesters loved trying to dissect their opponent’s plays and try to determine what they might or might not have; others thought the mechanic was purely random. In the end, the flavor wasn’t quite right anyway – yeah, maybe the thieves scouted their targets a bit, but it wasn’t the main thing they did. We decided to cut the mechanic, but leave in our favorite card with it – the wily cat you know as Thief of Dreams.

Flash forward to early Houses of Morrowind design. Surely here was the place for Spy – after all, all of the early main quest missions in TES III are about gathering intelligence for Mr. Cosades here. Once again we designed a bunch of Spy cards and once again they were loved by some and hated by some.

So what happened? At the time, the set still lacked a strong identity. Then we hit on the three-attribute set theme. As we contemplated which factions to focus on, we realized that we should be shining a spotlight on the denizens of Morrowind, not their nosy guests from Cyrodiil. Out went the Imperials, and with them went Spy.

Of course, we couldn’t do a Morrowind set without capturing the Spymaster himself, so once again Spy got to survive on a single card.

Sun-in-Shadow

We’ve seen a few people ask: Why Sun-in-Shadow? Of all the great Telvanni characters, why her? The main reason is that we thought she told a cool story as a three-attribute card. In the launch set, we established Argonians in Agility and Endurance.

Sun-in-Shadow is a cunning mage, the quintessential Telvanni schemer, so of course she’s an Intelligence card. But she’s also carrying her Argonian heritage with her. Being a tri-attribute card told a story about Sun-in-Shadow in a way it wouldn’t have for, say, Master Aryon (who you can see on Tel Vos Magister).

That’s all we’ve got time for today. Hopefully this gave you a little insight into our process. Until next time, good luck to your house!
The Elder Scrolls®: Legends™ - christian.vanhoose
Gaining health is never a bad a thing in a game of The Elder Scrolls: Legends, but this month’s card steps it up by rewarding health-restoring players with their own army of spirit wolves!

Without further ado, allow us to present Conjurer’s Spirit:



So long as you consistently gain health, Conjurer’s Spirit offers a superior take on cards like Imperial Might, but at a lower cost. Of course, that’s on top of the natural advantage you already get from gaining health!

Of course, the real trick is setting yourself up to heal up every turn. Thankfully, Drain creatures and cards that bestow that keyword like Snaketooth Necklace or Pillaging Tribune are always an option.

It’s also important to remember that Conjurer’s Spirit doesn’t really care how much health you gain in a turn, making slow-drip healing from the likes of Bruma Profiteer or Necromancer’s Amulet a consistent way to keep your Familiars flowing turn after turn.

Once you’ve amassed an army of Familiars, Conjurer’s Spirit’s affinity for Willpower is the perfect attribute to have! Cards like Imprison, an incredibly efficient removal action with enough creatures, are easier to enable with creatures to spare. Of course, staple cards like Divine Fervor, Resolute Ally and Fifth Legion Trainer can also help bolster your lupine army.

Regardless of how you choose to create your spirit wolves, be sure to hop into the ranked queue today to earn your copies of Conjurer’s Spirit!
The Elder Scrolls®: Legends™ - christian.vanhoose
Balance Changes: Patch 71.2

Any Soul Summoned copies of the following cards can be Soul Trapped for their full value until May 16.



Mantikora

Mantikora has long been a staple of Willpower decks looking to control the game, invalidating your opponent’s best creature and stopping remaining attackers in the lane. With this change, Mantikora will still provide tremendous value and ability to swing a game back in your favor, but will be less effective at locking out your opponent’s ability to attack you.

Tribunal Control decks that attempt to kill every threat their opponent plays have become exceedingly popular and effective. This type of deck can be demoralizing to play against when it controls the game with Guards and removal, never attacking their opponent. Without Guard, Mantikora will encourage these decks to finish games once they’ve established some control.



Nix-Ox

Nix-Ox has been used in powerful Combo decks with Ulfric’s Uprising and other ways to retrigger its Summon. Decks that run up against the turn timer on a regular basis and win with combinations from no board presence can be frustrating to play against. This change retains Nix-Ox’s effectiveness as an enabler for Plot and Dagoth cards, while greatly impacting how powerful it is in combination with Ulfric’s Uprising and similar cards.
The Elder Scrolls®: Legends™ - christian.vanhoose
Game Update 71.1: Patch Notes – April 12, 2018

General Bug Fixes

● Morrowind packs are the default for users when they go to the packs screen for the first time (new players will still see Core packs).
● All users are now able to use the Soul Trap Extras button.

Card Bug Fixes

Almalexia - Using Dragon Aspect on creatures protected by Almalexia no longer causes the client to gate.
Berne Clan Nightstalker - Now functions properly with enemy creatures whose Last Gasp abilities summon creatures.
Dragon Cult Ghost - Game no longer crashes when Dragon Cult Ghost’s cost is affected by Seht’s Masterwork or Wrath of Sithis.
Falling Wizard - Game no longer crashes when Falling Wizard equips Stendarr’s Hammer or Gavel of the Ordinator from the Plunder Lane or Wrothgar Forge.
Lich’s Ascension- The support token on the playmat for the premium version is no longer missing its image.
The Elder Scrolls®: Legends™

The latest expansion set for The Elder Scrolls: Legends, The Houses of Morrowind, arrived last week. This is the game's second full-sized expansion, not including standalone adventures or promotional sets, and includes 149 brand new cards to experiment with.

One of the biggest deals about this set is the addition of three-attribute cards. This is a trope that has been done in similar card games, now brought to TESL, with one noticeable difference: when deckbuilding with the three-attribute cards, you are now tasked with playing a 75 card deck instead of your typical 50 card deck. This seems logical enough: whereas previously, with two-attribute decks, you could assume you had 25 slots per attribute, they simply upped the deck size proportionally to accommodate an additional one.

This brings up some interesting strategic decisions. Traditionally in card games, you want to stick to the bare minimum when it comes to deckbuilding. If the minimum is 60 cards, you should build a 60 card deck. If the minimum is 30 cards, you should build a 30 card deck. The reason for this is that you want the best possible odds to draw your best possible cards every turn. Every card over the minimum decreases your chances to draw your best cards when you need them. 

So when you look at a game like Hearthstone, that has 30 card decks, compared with TESL's newly introduced 75 card decks, it does make you wonder about the consistency of the deck or the ability to form a cohesive strategy within it. (Keep in mind you're more than welcome to play your traditional 50 card deck, just so long as you omit any three-attribute cards from it. You're also able to play with up to 100 cards as well, as that's the new deck limit!)

As we consider TESL a competitive card game, I wonder whether or not the tri-attribute cards are powerful enough to justify deck size in a competitive environment, such as the game's Rumble events. I think the most mathematical among us, who value the strategy and competition of games like TESL above all else, might give pause—that 75 cards will dilute your deck and strategy too greatly. Those mostly looking to have fun and do cool things, however, a camp which I often include myself in, will be more willing to make the sacrifice. It's also worth noting that TESL player Blackfall took a Tribunal decklist (Intelligence, Willpower, and Endurance) to Rank #1 this past week, so maybe there's something to three-attribute strategies after all.

Pros and cons aside, I love the design space that adding a third attribute to your deck opens up. If you've built around any of the tri-attribute legendaries, such as Archcanon Saryoni or Duke Vedam Dren, you may have noticed that the decks they're included in have a different feel to them—they just feel a little more epic somehow.

The expansion also introduces with it more single player puzzles. While the novice puzzles aren't immensely difficult, the expert and adept versions will certainly challenge you, and all are an absolute joy. They're rewarding and a great way to pass the time when you're trying to avoid something like ladder anxiety. The ten included puzzles are also an efficient means of introducing players to the four new HoM keywords and how they function: Rally, Betray, Exalt, and Plot. While two of the three puzzle groups are behind a paywall, it's a very reasonable one for the 31 puzzles you'll unlock, especially considering the rewards you also receive along the way. Completing the first two groups alone took a few hours, already making the price point well worth it for me.

If you're starting to wonder how many keywords is too many, you're not alone. In the five releases TESL has had, there has been a total of 17 keywords. In this most recent set, two of the keywords (Rally and Exalt) are similar or identical in name to keywords from Magic: The Gathering. While I always expect some overlap in card games (sometimes there are only so many names that can fit a mechanic), having keywords with names so closely related to others could get confusing for someone with previous card game experience to pull from.

Another curiosity that HoM brings up for me is when there will be too many cards in the format—and by 'the format', I mean 'the only format that currently exists in TESL'. When will older sets rotate, creating separate formats, similar to other games? With Houses of Morrowind, TESL has the following sets available to play with: Core Set, the Dark Brotherhood adventure, the Heroes of Skyrim expansion, the Clockwork City adventure, and the Houses of Morrowind expansion. 

And that doesn't include things like monthly rewards, the Madhouse Collection, or the Forgotten Hero Collection. That's a lot of playable cards: around 855 if my math is correct. There are currently around 1,100 legal cards in Hearthstone's premier format, Standard, which will drop down to around 900 after three sets rotate out with the release of The Witchwood expansion this week. With TESL quickly approaching that number, it may be time to look at rotating older cards and sets to keep a dominant format fresh and decrease the barrier of entry for new players looking to get into the game.

I think my biggest question, and one that isn't exclusive to this release, is how TESL will fare in the future. As one of Bethesda's original content creators for the game, I've personally loved it from the beginning. It's taken what other digital card games have done well and added onto it. That doesn't, however, change the success of Hearthstone or the potential success of Artifact, Valve's own upcoming digital card game. I want nothing more than for TESL to succeed in the long term, and I think each release has taken the game in a new and exciting direction, which is momentum I hope they're able to both keep up and build on.

If you're a TESL fan, an Elder Scrolls fan, or simply a fan of card games, I'd definitely recommend giving Houses of Morrowind a spin. I never got the feeling that Dire Wolf Digital was simply reskinning previously released cards, which is always a good sign when exploring a new expansion. The set has a feel all its own, unique from previous offerings such as Heroes of Skyrim, with enough new and innovative mechanics to keep things fresh.

Disclaimer: as Frank mentions in the piece, he's previously created content for Bethesda on TESL. 

The Elder Scrolls®: Legends™

The Elder Scrolls Legends expansion Houses of Morrowind went live today after a slight delay (from March 29 to April 5), bringing the strange land of the Dunmer to Bethesda's fantasy CCG. The expansion is notable not only for its incorporation of the studio's best RPG setting, but for the underlying changes it makes to the mechanical side of the game, including the addition of three-attribute cards which necessitate the use expanded deck sizes. 

What really hooked me about today's announcement, though, is the trailer. I honestly thought for a second that I'd clicked the wrong link, until the "Indoril" bit clicked—and then the appearance of the Guar, which really sealed the deal. (I didn't realize they had such big teeth.) After that it's the much-loved cliff racers, a mud crab taking the subway, and more from the Vvardenfell bestiary, all transplanted to real-world settings. It's very strange and I'm not sure how it relates to an Elder Scrolls CCG, but I like it. 

The Elder Scrolls: Legends – House of Morrowind will add 149 new cards to the game, Ash Creatures and Gods, three new keywords—'Rally', 'Betray' and 'Plot'—plus a a new 'Exalt" mechanic, and three new puzzle sets, each of them containing ten single-player challenges with rewards including Houses of Morrowind card packs, Soul Gems, and an exclusive card back. Full details are available at legends.bethesda.net

We'll have a report on how the expansion has changed the game next week, but for now just know that our global editor-in-chief Tim is complaining about not being able to mass disenchant the new cards, which means he's had the credit card out again. 

The Elder Scrolls®: Legends™ - christian.vanhoose
Game Update 71: Patch Notes – April 5, 2018

Welcome to Morrowind!

We’re proud to announce our newest set, Houses of Morrowind. For a look at some of what you can expect to find in Morrowind packs, check out the article here. In addition to 149 new cards, exciting three-attribute decks, the 100-card maximum deck size, and four new keywords, here are even more features from this update:

Morrowind Starter Pack - This special offer contains 10 Houses of Morrowind packs, exclusive "The Nerevarine" title to display on your avatar, and a bonus Legendary card.
Morrowind Theme Decks - Five 75-card decks, one for each of the five new Houses, with new three-attribute deck art. Each theme deck is available for Gold or cash.
Morrowind Daily Quests - New tasks are available to assist the citizens of Morrowind.
Morrowind Titles - Many new titles have been added for Morrowind achievements.
Morrowind Playmats - There will be mushrooms! Lots of mushrooms.

Puzzle Sets

Three new sets of puzzles are available! These single-player challenges present players with interesting and tricky situations, similar to the Memory games seen in Return to Clockwork City.

● Each set contains 10 puzzles.
● Each puzzle you complete will provide rewards. Rewards for each set include five Houses of Morrowind packs, 100 Soul Gems, and an exclusive card back.
● The Caius’ Training set has been granted to all players for free.
● Two sets, Naryu’s Challenges and Divayth Fyr’s Trials, are available for Gold or cash.
● For more information, see our article here.

New Deckbuilder Features

Copy and Delete Deck - You can now copy and delete decks from the Collection view, without having any decks open.
Full Deck View - With a deck open, selecting the deck tile expands your deck to fill your screen, allowing you to see your entire deck without scrolling in most cases. This has replaced the Deck Info dialog.

Arena Changes

There’s a complete Arena preview article here, but the changes include:

New Houses - Three-attribute Houses have been added to Arena. You will have the choice of at least one three-attribute House in every Arena you enter.
Solo Arena - Extra picks between games have been increased in rarity and will no longer give commons. The guaranteed pack reward is changed to Core set (Versus Arena and Chaos Arena will give out a Houses of Morrowind pack instead).
Rank Reductions - for Solo Arena, Versus Arena, and Chaos Arena
○ Rank 1: -3 ranks
○ Ranks 2-4: -2 ranks
○ Ranks 5-6: -1 rank
○ Ranks 7-9: No change

New Card Backs

We’re introducing several new card backs to the game!

Morrowind Card Back - Awarded with your first Morrowind pack bundle purchase.
House Card Backs - Each house has a special back that you can earn for winning 30 games with a matching three-attribute deck.
Puzzle Card Backs - Each puzzle set has an exclusive back awarded for completing all 10 puzzles in the set.
Nerevar Reborn Card Back - Awarded for collecting 100% of the Morrowind set.

General Bug Fixes

● The special offers icon will now only glow when there are new special offers.
● Searching for New cards in Collection has been improved in several languages.
● Blood Magic spells are now tracked accurately for the title “The Blood Magic Lord.”
● Playing Shouts is now tracked accurately for the title “The Thu’um Master.”
● Where there is no card yet previewed for the Ranked Monthly Ladder, the placeholder texts appear correctly.
● Cards that reference playing a card will now only count cards played from hand or the prophecy zone. They will not count cards summoned from your discard pile, deck, or from outside the game.

Card Bug Fixes

Dark Rebirth - No longer permanently copies ongoing immune buffs.
Fabricate - Custom Fabricants now retain their game text when copied.
Hunter-Killers - Can now target creatures summoned after its first attack.
Mecinar - Copies of Mecinar’s Abomination now retain the Abomination’s art and stats.
Move in Shadows - Now properly moves a Charge creature at the end of the turn.
Serpentine Stalker - Can no longer bypass Guards to attack in the other lane.
Ulfric's Uprising - Summon abilities from Uncaged Wolf, Stronghold Eradicator, Custom Fabricant, and Assembled Titan are now properly triggered by Ulfric's Uprising.
The Elder Scrolls®: Legends™ - christian.vanhoose
Game Update 71: Patch Notes – April 5, 2018

Welcome to Morrowind!

We’re proud to announce our newest set, Houses of Morrowind. For a look at some of what you can expect to find in Morrowind packs, check out the article here. In addition to 149 new cards, exciting three-attribute decks, the 100-card maximum deck size, and four new keywords, here are even more features from this update:

Morrowind Starter Pack - This special offer contains 10 Houses of Morrowind packs, exclusive "The Nerevarine" title to display on your avatar, and a bonus Legendary card.
Morrowind Theme Decks - Five 75-card decks, one for each of the five new Houses, with new three-attribute deck art. Each theme deck is available for Gold or cash.
Morrowind Daily Quests - New tasks are available to assist the citizens of Morrowind.
Morrowind Titles - Many new titles have been added for Morrowind achievements.
Morrowind Playmats - There will be mushrooms! Lots of mushrooms.

Puzzle Sets

Three new sets of puzzles are available! These single-player challenges present players with interesting and tricky situations, similar to the Memory games seen in Return to Clockwork City.

● Each set contains 10 puzzles.
● Each puzzle you complete will provide rewards. Rewards for each set include five Houses of Morrowind packs, 100 Soul Gems, and an exclusive card back.
● The Caius’ Training set has been granted to all players for free.
● Two sets, Naryu’s Challenges and Divayth Fyr’s Trials, are available for Gold or cash.
● For more information, see our article here.

New Deckbuilder Features

Copy and Delete Deck - You can now copy and delete decks from the Collection view, without having any decks open.
Full Deck View - With a deck open, selecting the deck tile expands your deck to fill your screen, allowing you to see your entire deck without scrolling in most cases. This has replaced the Deck Info dialog.

Arena Changes

There’s a complete Arena preview article here, but the changes include:

New Houses - Three-attribute Houses have been added to Arena. You will have the choice of at least one three-attribute House in every Arena you enter.
Solo Arena - Extra picks between games have been increased in rarity and will no longer give commons. The guaranteed pack reward is changed to Core set (Versus Arena and Chaos Arena will give out a Houses of Morrowind pack instead).
Rank Reductions - for Solo Arena, Versus Arena, and Chaos Arena
○ Rank 1: -3 ranks
○ Ranks 2-4: -2 ranks
○ Ranks 5-6: -1 rank
○ Ranks 7-9: No change

New Card Backs

We’re introducing several new card backs to the game!

Morrowind Card Back - Awarded with your first Morrowind pack bundle purchase.
House Card Backs - Each house has a special back that you can earn for winning 30 games with a matching three-attribute deck.
Puzzle Card Backs - Each puzzle set has an exclusive back awarded for completing all 10 puzzles in the set.
Nerevar Reborn Card Back - Awarded for collecting 100% of the Morrowind set.

General Bug Fixes

● The special offers icon will now only glow when there are new special offers.
● Searching for New cards in Collection has been improved in several languages.
● Blood Magic spells are now tracked accurately for the title “The Blood Magic Lord.”
● Playing Shouts is now tracked accurately for the title “The Thu’um Master.”
● Where there is no card yet previewed for the Ranked Monthly Ladder, the placeholder texts appear correctly.
● Cards that reference playing a card will now only count cards played from hand or the prophecy zone. They will not count cards summoned from your discard pile, deck, or from outside the game.

Card Bug Fixes

Dark Rebirth - No longer permanently copies ongoing immune buffs.
Fabricate - Custom Fabricants now retain their game text when copied.
Hunter-Killers - Can now target creatures summoned after its first attack.
Mecinar - Copies of Mecinar’s Abomination now retain the Abomination’s art and stats.
Move in Shadows - Now properly moves a Charge creature at the end of the turn.
Serpentine Stalker - Can no longer bypass Guards to attack in the other lane.
Ulfric's Uprising - Summon abilities from Uncaged Wolf, Stronghold Eradicator, Custom Fabricant, and Assembled Titan are now properly triggered by Ulfric's Uprising.
The Elder Scrolls®: Legends™ - christian.vanhoose
This month’s card has origins dating back as far as the Merethic Era. Back then dragons were rulers of Skyrim - god-kings worshipped by the powerful Dragon Priests.

Eventually, the men they had ruled over hunted these winged terrors to extinction and entombed them in the many Dragon Mounds throughout Skyrim. However, the return of the World-Eater Alduin has given new life to these winged menaces, and their great shadows once more darken Tamriel’s skies.



Truly a fearsome beast, Frostscale Dragon doesn’t require a lot of work to be awesome as the top end of a Battlemage deck. It has a very strong Summon ability that will often kill an enemy creature while softening up the rest of your opponent’s board for your other creatures. Add to that a robust 6/6 body and your opponent will be wishing that the dragons had just stayed dead in the first place!

There are also plenty of ways to get more than the sum of its scales out of Frostscale Dragon. You can play with the Lookouts for some bonus dragon synergies that will make Frostscaling your opponent even more appealing or play Frostscale with Alduin himself as a powerful dragon for him to return to play. Midnight Snack also pairs quite well with Frostscale by giving you some early guards to help you survive until you’re able to get enough magicka to start deploying your massive winged threats.

Regardless of if you choose to build around Frostscale Dragon in a Battlemage Dragon deck, or just use it as a strong finisher, fly over to the ranked queue to earn your copies!
The Elder Scrolls®: Legends™ - christian.vanhoose
This month’s card has origins dating back as far as the Merethic Era. Back then dragons were rulers of Skyrim - god-kings worshipped by the powerful Dragon Priests.

Eventually, the men they had ruled over hunted these winged terrors to extinction and entombed them in the many Dragon Mounds throughout Skyrim. However, the return of the World-Eater Alduin has given new life to these winged menaces, and their great shadows once more darken Tamriel’s skies.



Truly a fearsome beast, Frostscale Dragon doesn’t require a lot of work to be awesome as the top end of a Battlemage deck. It has a very strong Summon ability that will often kill an enemy creature while softening up the rest of your opponent’s board for your other creatures. Add to that a robust 6/6 body and your opponent will be wishing that the dragons had just stayed dead in the first place!

There are also plenty of ways to get more than the sum of its scales out of Frostscale Dragon. You can play with the Lookouts for some bonus dragon synergies that will make Frostscaling your opponent even more appealing or play Frostscale with Alduin himself as a powerful dragon for him to return to play. Midnight Snack also pairs quite well with Frostscale by giving you some early guards to help you survive until you’re able to get enough magicka to start deploying your massive winged threats.

Regardless of if you choose to build around Frostscale Dragon in a Battlemage Dragon deck, or just use it as a strong finisher, fly over to the ranked queue to earn your copies!
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