Cards in The Elder Scrolls: Legends have some unique abilities. It's crucial to get to know them.
- Last Gasp
If a creature with Breakthrough kills a hostile minion, the remaining damage (if any was left) is delivered to the enemy hero. For instance, a 6/4 creature strikes a 3/2 minion. Due to the fact that the hostile creature has only 2 HP, the enemy hero will receive 4 damage.
- Use minions with Breakthrough to put pressure on your enemies.
- Eliminate hostile units in such a way that will additional damage is delivered to the hostile hero.
- Keep in mind that putting a weak Guard against creatures with Breakthrough will result in your hero being hurt.
- Boost Breakthrough creatures to draw your opponent's attention to them.
Charge will let the creature attack the same turn it is played.
- Charge cards are very effective if you want to deal quick damage.
- They can be easily used as quick removals
- Buffed Charge creatures can cause severe damage.
- Combine Charge and Quick attack to make your creatures strike twice right after they are played.
Drain creatures that attack during your turn will restore your hero's HP equal to their attack stats. For example, creatures with 4 attack will restore 4 HP.
- Drain creatures can heal your hero.
- Such creatures will often become the first target of your enemies, to prevent healing of the hero.
Guard Creatures need to be attacked first. For instance, if a 3/2 creature is hidden behind a 4/5 Guard, one will have to strike it first before the weak unit can be reached (unless you are using a spell or another ability that will breaks this rule).
- Hide weak or special minions behind Guard creatures.
- You can get over Guard units with spells or minions with Range.
- Another effective way to get over Guard is use Silence or one of the special abilities like Threaten.
Killing such a creature will trigger an additional effect, e.g. boosting other minions, drawing a card, dealing additional damage.
- Be careful when killing hostile units with this ability, as some of the effects can cause a lot of trouble.
- Use your one Last Gasp, creatures to activate useful effects, e.g. drawing a card.
Lethal will let your minions destroy creatures if they deal damage to them (regardless of the stats). For instance, a 1/1 Lethal minion can kill a 7/6 minion.
- Lethal creatures will put a lot of pressure on your enemy. When one of them is on the board, it's unlikely that a powerful minion will be displayed.
- If you have a weak Lethal creature, it's best to place it behind a solid Guard. This way, you will prevent the opponent from adding a powerful minion to this row.
Once a creature attacks, an additional effect will be triggered, e.g. drawing a card, improving statistics or magic points..
- Pilfer creatures are a valuable asset to every deck, as drawing cards and improving statistics can be very helpful.
Regenerate minions can restore their HP at the beginning of their turn.
- Such creatures are very effective when it comes to killing hostile minions, due to the fact that they can restore HP after a mighty blow.
- Buffing such creatures will result in creating powerful allies that will surely become enemies' main target. Thus, make sure to place them behind solid Guard creatures.
- Don't combine Regenerate and Guard unless it is necessary.
Ward works like a shield. It absorbs the first strike delivered to the minion.
- Such creatures can engage into direct combat and not receive damage during the first strike.
- Certain cards will let you cast Ward. This can turn the tables immediately.
Once per turn you can activate an additional ability, such as: granting a creature Guard, Breakthrough, improving stats or transforming a creature into another.
- Activation cards can boost your minions once per turn. This can be very helpful to engage into battle with hostile units or setting a solid defense.
- Not all cards will benefit from Activation. Keep in mind that In order to use your abilities you need to spend magic points first.
Shield minions are immune to damage for one turn.
- Shield does not help against spells and special abilities.
- If you want to make one of your creatures rather safe till the next turn, Shield is the best option.
Shackled creatures cannot attack for one turn.
- This ability is a great way to immobilize hostile units. Just imagine that your opponent spent all his magic points to play o powerful minion and Shackle won't even let him use it.
- Shackle can buy you some time. Who knows, maybe you will Draw a card that will let you finish off your enemy?
This will take the creature's special ability.
- If a hostile minion has a special ability that you want to get rid of, use Silence. This way a powerful card can be transformed into a mediocre one.
- Silence can also remove negative effects from your own creatures, such as Shackle.
Grants additional effects like summoning minions, improving statistics or drawing a card.
- Summon can be used in a number of different ways, but the best ones are drawing an additional card, boosting your own creatures or destroying Support cards.
- When you play Summon creatures, you can improve other creatures. This way you can gain another unit and keep your previous one alive.
Such creatures can launch a projectile or cast spells on minions from different rows.
- Use Aim to strike minions from different rows.
Transform one creature into another.
- If you have a creature that you no longer have use for, or it is so weak that a single hit will kill it, you can try to trans form it into a different one. Maybe you will draw a very powerful minion.
- Using this ability may not always end up the way you wanted. It's possible that you will draw a useless minion.
Prophecy can be player right away and with no cost. They can help you: draw an additional card, play a new minion, destroy a hostile creature, etc.
- It's good to keep some Prophecy cards as a backup plan. It a nice thing when you can play a card for free (especially when you draw a removal).