General Tips to be better at Elder Scrolls Legends



  • It’s always advisable to take a break after a losing streak. Most professionals suggest taking a breather after three successive losses. Your performance goes down when you’re in a slump and it can quickly become a downwards spiral if you don’t take some time to recoup your morale and energy. Stretch, stay hydrated, and do what you can to stay in a positive frame of mind.
  • Before you think about how you can stay alive, think about how you can win. Sometimes you get so caught up in trying to figure out how you’re going to survive another turn that you ignore a lethal board state.
  • Pay attention to what your opponent is playing. You can gain a lot of valuable information just by glancing at the top of the screen at the very beginning of the match. If he’s playing Archer, then you know that he has very little direct removal that isn’t contingent on your units being already wounded. If he’s not playing Strength or Agility, he doesn’t have easy access to units with Charge. Think about what sort of decks are popular in those combinations.
  • Identify early on in the match whether you are the aggressor or the defender. The sooner you can identify your objective, (e.g. “Kill him before Hist Grove activates”, “Stabilize the board through two-for-ones and take over the game when he runs out of gas”) the sooner you can go about winning the game. Dawdling when you should be attacking, or attacking face when you should be diminishing the opponent’s board are good ways to lose a game.
  • Play against players that are better than you, if you can, or observe them. While general practice can familiarize you with your deck, you’re likely not going to pick up good habits unless you play against more difficult players.
  • It is best to attack before you play cards, the reason being that if your opponent procs a Prophecy you limit the options he has available to him. There are some exceptions, such as playing a creature that buffs other creatures, but generally it’s best to complete all attacks before playing out your hand. Imagine if you dump a couple of Nord Firebrand’s and attack the enemy, only for him to get a lucky Firestorm. Those cards would still be available to you and your opponent would not get as much value if you had kept them in your hand. The other reason is that if your opponent procs a prophecy he must act on unknown information. If you’re sitting on a full mana pool and haven’t played a card yet, he may use that Lightning Bolt or Piercing Javelin on a sub-optimal target rather than putting it in hi hand for later use.
  • Put together a play group. Find a group of players that have meta-relevant decks and grind games until you learn the match-ups. Professional players play other professional players with the best decks in the meta, and thus are at a far greater level of preparedness than most of the field. While this may not apply so much to ladder grinding, in future tournaments this will be essential. Even if you’re playing a rogue deck, make sure you have a satisfactory knowledge of how it interacts with the most popular decks in the field.
  • Be mindful of breaking too many runes in a turn. Weigh whether two points of extra damage in a turn is worth your opponent getting a card and a potential prophecy. This is especially dangerous if it’s your last “active” creature and you have no mana — having no way to react to a prophecy can give your opponent a huge swing.
  • Count cards in the graveyard. Using hypergeometric distribution you can get an idea of what your opponent may or may not have. For instance, let’s assume your opponent has 3 Lightning Bolts in his deck. If he has already used one and has drawn 10 cards since the start of the game (including opening hand), the chances of him having a second Lightning Bolt is about 9%. It won’t always be accurate, but it can at least inform your decisions.
  • Be mindful of how many of a card you put in your deck. 3 copies should be cards that you don’t mind seeing every game. Often cards that cycle or cantrip (draw a card) are okay to have three of because they replace themselves. Examples include Rapid Shot, Thieves’ Guild Recruit, and Shadow Shift. Cards that are good, but cumbersome if drawn in quantity should be relegated to two-of. Generally speaking, you don’t usually want a playset of high cast cards unless they are integral to your game plan for fear of clogging your hand with things you can’t cast. Using Hypergeometric distribution, we can figure that the probability of you having a given card — of which you have 3 in a 50 card deck —in your opening hand (assuming you’re playing first) is approximately 16%.
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