Legends:The Rescue
Rescue a sorcerer from a tribe of goblins.
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Chapter 11: The Rescue[edit]
The Rescue is the third battle of Act II. You and Tyr try to save Tyr's friend, Laaneth, from goblins.
Strategy[edit]
Your opponent plays a very standard aggressive goblin deck. On turn 4, Laaneth will warn you about a powerful chief referring to Goblin Skirmisher. This is the most dangerous card of your opponent, but it's still randomly shuffled through its deck. This means that the impact of the card can vary quite a lot dependent on luck. You should take care to not get flooded by small and cheap goblins that will become impossible to deal with when the Goblin Skirmisher is played. Other high priority cards are three copies of Murkwater Savage and Murkwater Shaman. With a small collection, cards like Crushing Blow can help to destroy them. Adding several Prophecy and Charge cards should make this match quite easy to win.
Dialogue[edit]
Pre-match:
- Kellen: "The Cultists had taken refuge in an ancient ruin. Only to fall prey to its ferocious new inhabitants."
- Tyr: "Laaneth!"
- Laaneth: "I could use a little help here."
During the match:
- Laaneth: "Thanks for the rescue."
- Tyr: "Are all the cultists dead?"
- Laaneth: "I think so. And if we're not careful, we'll be too."
- Laaneth: "Be careful. The goblins had a powerful chief with them when I first arrived. You'd better finish off as many of them as we can before he comes back."
Post-match
- Kellen: "Laaneth had learned that the cult was secretly led by Lord Naarifin, the Dominion warlord who had captured the Imperial City."
- Kellen: "To bring about the prophecy, he intended to sacrifice all of the city's inhabitants."
- Kellen: "Laaneth suggested they seek out the Imperial Army, then in exile in Skyrim, and warn the emperor of Naarifin's plot."
Goblins' Deck[edit]
Quantity | Name | Type (Subtype) | Ability | |||||
---|---|---|---|---|---|---|---|---|
1 | Curse | Action | 0 | – | – | Rare | Give a creature -1/-1. | |
3 | Murkwater Goblin | Creature (Goblin) | 0 | 0 | 1 | Common | Murkwater Goblin has +2/+0 on your turn. | |
3 | Arrow in the Knee | Action | 1 | – | – | Common | Shackle a creature and deal 1 damage to it. | |
3 | Steel Dagger | Item | 1 | – | – | Common | +1/+0 | |
3 | Murkwater Witch | Creature (Goblin) | 2 | 1 | 1 | Rare | Guard Summon: Give a creature -1/-1. |
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3 | Goblin Skulk | Creature (Goblin) | 3 | 2 | 3 | Rare | Pilfer: Draw a random 0-cost card from your deck. | |
3 | Thievery | Action | 3 | – | – | Common | Deal 3 damage to your opponent and gain 3 health. | |
3 | Murkwater Butcher | Creature (Goblin) | 3 | 3 | 2 | Common | If Murkwater Butcher is in your hand during your first turn, reduce his cost to 1. | |
3 | Murkwater Savage | Creature (Goblin) | 3 | 2 | 2 | Rare | When you summon another creature, Murkwater Savage gains +1/+1. | |
3 | Murkwater Shaman | Creature (Goblin) | 4 | 3 | 3 | Epic | At the start of your turn, put a Curse into your hand. | |
1 | Murkwater Skirmisher | Creature (Goblin) | 4 | 4 | 4 | Epic | Summon: Give all other friendly Goblins +2/+2. | |
1 | Ransack | Action | 6 | – | – | Rare | Prophecy Deal 3 damage and gain 3 health. |
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