Ever since the first Slay creatures were being previewed during the lead up to the Heroes of Skyrim expansion, I knew that was going to be the deck I wanted to build. I’ve always been a big supporter of incentivizing players to play creatures and engage in combat with their opponent’s creatures on the board. In that regard, I think Slay is the perfect incentive in theory.
I’ve done a ton of work on Slay decks since then, and the two main ones I always come back to are Slay Archer and Slay Scout. I’m partial to graveyard interactions, and owe Lucien Lachance loyalty because he was one of my first legendary cards, so I always lean towards Scout.
The most success I’ve had personally through my different iterations of Slay Scout has been turning it into a Midrange beat down deck, that has the potential for some insane swing turns through your slay abilities. Your approach to the game will vary based on your opponent, so diagnosing their deck and knowing the meta is important to your game plan. Against very aggressive decks, particularly something like Prophecy Battlemage, you’re going to want to mulligan for Morag Tong Aspirant, Barrow Stalker, and Dark Guardian. These early guards will do wonders for blocking damage to your face while you get your higher value cards onto the board. Against control opponents, finding Mournhold Traitor, Blackwood Distiller, and Bleakcoast Troll can help you push damage quickly to put the game out of reach early.
Brotherhood Sanctuary, Night Mother, Lucien Lachance, and Naryu Virian are the key cards for generating and amplifying value from your Slay effects. The difference between Morag Tong Aspirant trading and generating one copy of itself vs two or three copies is huge. Be careful though, generating too many Morag Tong Aspirant can clog your board, and prevent other combos later in the game. Night Mother is a bit of a trap. Usually your instinct will be to slam it down on turn two when you can, and try to get the 20 Slays to trigger the effect. 95% of the time this isn’t a realistic way of winning, and it will often get removed before you get close to 20. I’ve found that the better way to use Night Mother is to hang onto it until you have something like Falkreath Defilier or Lucien Lachance on the board. Your opponent will often not remove your threats if they have no creatures in front, and you can catch them off guard with your Night Mother token enabling a free trade.
Some things to keep in mind: kills with Leaflurker and Shearpoint Dragon trigger Slays from Lucien and Naryu. Shadowfen Priest can remove cover from opposing creatures in the shadow lane. This can enable a Slay that might have otherwise been out of reach. Falkreath Defilier will always summon creatures next to him. So if you have multiple Brotherhood Sanctuaries up, you can choose which cards get summoned to the other lane (provided there is space available) by selecting them last.
There are a few flex spots that can be shuffled around depending on your tastes as well as the meta. Shadowfen Priest, Pahmar-raht Renegade, and Leaflurker have all been in an out of the list at one point or another. Territorial Viper will be good depending on how many beefy threats you play against. Morag Tong Assassin usually doesn’t make the cut for me, just because I don’t like giving the opponent tokens before I have cards set up. However, a turn one Morag Tong Aspirant into turn two Morag Tong Assassin can be a huge boon early on. It just isn’t consistent enough for me to keep. Cicero the Betrayer is absolutely amazing for drawing cards when he works out. The problem there is he rarely works out. An interaction to keep in mind if you do choose to run Cicero: You can attack friendly creatures. Furthermore, if you attack a friendly creature and Cicero dies, it will trigger Cicero’s Slay, as well as the friendly creature’s Slay. The soon to be released Torval Extortionist I expect will be right at home in this list. Other cards you could consider slotting in would be Giant Bat, Clockwork Dragon, and Clockwork Scorpion. Both can potentially give an extra bit of health that can be key for surviving some tight games.
There are going to be some match-ups that you simply will struggle in. Facing control decks that draw the correct removal will usually just shut you down, barring some huge swing turns from your Slay effects. Aggro and Midrange match-ups are usually pretty good, unless you fail to find your early game guards and the board spirals out of control. A particularly tough opponent will be Midrange Sorcerer. The wards make triggering your slay effects difficult, and they have access to silence, board clears, and some quality removal.
If I can leave you with some parting words regarding this deck: Try it! I promise you that you will have some of the most fun and crazy games you’ve ever experienced in Legends. It can be great to step away from some of the top decks in the meta once in a while, and get to experience some cards that you probably never play with.
Use the code “TRS12” to get 12% off your order at InkedGaming.com and support Team Rankstar directly!