A detailed look at uses and synergies of Apex Wolf - a new card in The Elder Scrolls Legends - Frostfall Collection
Quadrant Theory in Elder Scrolls Legends Deck Building
A look at Quadrant Theory in TESL to assess the value of cards to gain, keep and leverage board control.
Quadrant Theory – The Origins
Quadrant Theory is a concept that has been introduced for Magic: The Gathering. It has been originally put in writing by Marshall Sutcliffe (here in the M:TG blog) and is based on findings by Brian Wong. All courtesy of the idea goes to them, but the concept is equally applicable to The Elder Scrolls Legends (TES:L). Wong’s Quadrant Theory will help you to quickly assess the value of cards. This is enormously useful for newly released cards that you have not yet played with, but it also helps in deck building when looking at what cards to add/ remove from your decklist. For use in deck building, you will need to assess all cards in your deck based on Quadrant Theory. Sounds complicated? It actually isn’t. But, let’s have a deeper look…
Quadrant Theory looks at Board Control
The whole concept of Quadrant Theory is based around board control. The idea behind this is simple: if you control the board, you are more likely to be controlling the game and it’s outcome in your own favor. This basically means, that you will need more creatures than your opponent, or bigger ones (to trade favorably), or more evasive ones (to avoid trades). Additionally, you will want removal to mitigate your opponent’s board state, thereby improving your own.
In Quadrant Theory you evaluate a card against it’s impact on board control and evaluate it against four criteria, called quadrants.
The Four Quadrants in Quadrant Theory
- Opening or Developing. Both players are playing cards from their opening hands, and establishing themselves as the aggressor or the control player. This is the early part of the game, and one that is critical to how the rest of the game will play out.
- Parity. Both players have played most or all of the cards from their hands, but neither has been able to establish a dominating board position. It’s a stalemate, with the top of the deck providing the only fuel available to both players.
- Winning. You have two big flying creatures attacking in the air while your guards gum up the ground, for example. If nothing changes, you win the game in three turns. This is one possible winning board state.
- Losing. See Winning, but the opposite. You are being beaten down by some threats you can’t handle, and you need an answer fast.
When you look at a card, evaluate it against each of these quadrants. Look at what is most important from a card-evaluation perspective and consider that a card can be good in multiple quadrants. Hence, don’t have the mindset of putting the cards into one individual bucket only but look at utility for all quadrants.
If you see a card that is bad in all quadrants, you have yourself an unplayable. If you see a card that is good in all four quadrants, you have an all-star.
Opening or Developing
Cards that are good in the opening stages of a game are usually just cards that you can play during this part of the game. Two-drop creatures are your friends during this stage, but it goes all the way up to five magicka (roughly). Tempo plays and combat tricks flourish here, as well as cheap removal. Cards like this let you get ahead, and stay ahead. Some cards even provide a utility after turn five, so even if you draw them later, they might be a bigger threat. Such cards would also have utility in another quadrant (like Parity or Losing).
Opening and developing is really just about making board impact, and being castable in the early stages of a game. Excellent opening or developing cards are creatures like Daggerfall Mage in Intelligence, Wind Keep Spellsword in Endurance or Goblin Skulk in Agility . These are often less exciting in the other quadrants, however, so remember that.
Parity
Cards that are good when the board is at parity are cards that are powerful topdecks in a stallmate situation. Usually, a card that’s good at parity comes in the form of raw power statistics. Imagine drawing a Bleakcost Troll, a Child of Hircine, a Nahagliiv, a Shrine Guardian, a Vigilant Giant or an Aspect of Hircine at this stage of the game. With this creatures, you now have the ability to overpower your opponent.
But there are other great cards in this scenario beyond just your typical, over-the-top creature. Cards like Disciple of Namira are fantastic draws in this quadrant: while the board is stalled, you get to draw cards to your hand as you trade in the creatures in one lane. This will help you to overwhelm your opponent with card advantage. A card that breaks parity does so by being a really big stick or by being a silent poison dart.
Winning
Imagine you have a sweet opening hand where you play a two-, three-, and four-drop, right on curve. You might likely have caused a damage of 5 and will cause another 9 this turn. What a dream, only 16 more to go! But when you look at your hand after you play that four-drop, you realize you are out of gas. What do you need to leverage your currently superior board state and finish off your opponent?
Generally speaking: any creature. If a card is good enough to go into your deck, it’s going to affect the board and help push you onto victory. Sure, you’d prefer your big five- and six-drops at this point, but really anything would help turn this great start into a victory. The best cards here are the ones that slam the door as quickly as possible on the opponent. It doesn’t take much to be good in this quadrant, but the best close out the game quickly.
Losing
This is the most important and hardest quadrant to be great in. Cards that can dig you out of a losing position don’t come around too often, and they are highly sought after when they do show up. What we are looking for here are cards that either kill a lot of creatures at once (like a lane removal effect) or creatures that protect incredibly well (e.g. Guard, Ward, non-targetable by actions).
There are other types of cards, but remember we are focusing on board states here. The come-from-behind cards have to affect the board in a major way. Cards that excel in this quadrant are often prohibitively expensive to play and when they aren’t, they are early picks. Cards being good in this quadrant are Alduin, Dawn’s Wrath, Odahviing, Vivec, potentially Sotha Sil.
Quadrant Theory in Action
When you look at a new card, ask yourself how this card performs in each of the four quadrants. The goal isn’t to find cards that perform excellently in all quadrants (although when you do, it’s pretty amazing), but instead to find cards that at least do well in most of them. Cards that help out in the most diverse set of circumstances are more valuable than cards that only work well in some.
Versatility matters. Cards that do something at all stages of the game carry a lot of the weight for your deck and should be valued highly.
Let’s explore a popular card example to test out the Quadrant Theory.
A Look at Tullius Conscription Using Quadrant Theory

Opening and Developing
It’s very good here, as it can be used to immediately put loads of creatures on the board. Oh wait, for a magicka of 11?! No, that cannot be good in the early stages of game. Can you combine it with other cards to reduce it’s cost? Maybe a little, but overall Tullius’ Conscription is not good at the beginning of the game.
Parity
On first sight, it seems to be really shining at Parity. At least, if parity means, the board has been cleared on your side, as well as on your opponent’s side. Then it is superb. For 11 magicka, you get to play creatures worth 14-16 magicka and even better – you won’t need cards on hand. You can easily flood the board with 2-cost creatures and embark on the road to victory with the 16 damage that will hit your opponent shortly.
However, if parity means, that you have 4-8 creatures on your side of the board, opposed by 4-8 on your opponents’ side – it won’t do much difference. It will cost too much magicka as well. To summarize, it has great utility in specific situations when there is really an empty board. Hence, many players combine it in decks with Journey to Sovngarde or Praetorian Commander (to get more powerful creatures for the draws).
Winning
If you are winning the game, and you have loads of creatures on the board, the card is not generally the first choice. Reason: It will add only rather few creatures at a high cost. From an empty hand, this will be good, of course, so it might come in handy in some situations. If, however, the board has only 2 bigger threats on each side of the table, some additional 6 creatures will definitely be able to push more damage or let you remove the big threats of your opponents. If you assume to get 6 creatures with a total of ~12 power onto the board, this might be the winning push you might have needed. Hence, it has good utility in Winning when the board is empty. But little utility when it’s a crowded token army on your side of the table.
Losing/ Turnaround
This card can turn a game for sure. Your board is empty, you still have a good bit of life and 11 magicka, and all of a sudden you will be back in the game. From almost nowhere. Be sure to include a few 2-cost creatures with Guard (ideally a Lethal one) or Charge (best with Guard) and you can remove some of your opponents threats, which might be enough to buy you another turn or two.
Summary: Tullius’ Conscription requires your deck to be build with loads of 2-cost creatures. It’s no use in the Opening/ Developing phase. It’s amazing on empty boards in Parity, but bad, when there’s already legions of armies engaged in the fights. Winning – yes, if you have few huge threats. It can do it’s magic and flood the board to push for victory. And when you are losing, in certain conditions it can help, but you need to consider this already when you think about the diverse 2-drops to include in your deck.
Summary and Additional Background
What are the takeaways?
Cards that don’t affect the board at all, or require some extremly unlikely circumstances to be good, will often miss on all four quadrants. Cards that are good in all quadrants are the ones to keep your eye out for. Whenever you are looking at a new card, try putting it to the “quadrant-test”. This gives you a decent idea of how good the card is terms of it’s ability to manage board control.
Shouldn’t all TESL content creators use Quadrant Theory?
I hope this article made the Quadrant Theory a bit more understandable in the context of The Elder Scrolls Legends. I would appreciate to read your thoughts in the comments. Also, I would like to recommend to the community of content creators (e.g. who share their views about new monthly reward cards or new expansions, etc.) to embrace Quadrant Theory as a consistent methodology to assess the value of (new) cards. This allows even new starters to quickly see the purposes of a card and it’s value. This might also highlight nuances in opinions and open interesting discussion.
Wanna see more?
For those of you being knowledgable in Magic: The Gathering: please refer to the following interesting YouTube videos to see the Quadrant Theory technique in action:
Complete List of Card Reviews
Over time we will be reviewing a selected number of cards. The following list shows a comprehensive overview of all card review articles. Please let us know any feedback on how to improve these or any missing cards you would like to see reviewed.
Bedeviling Scamp – Uses & Synergies
With Bedeviling Scamp, Isle of Madness is introducing another Hatebear to The Elder Scrolls Legends. Hatebears are taxing players when playing their cards: the Deadra causes all cards to cost a minimum of three. What a nice guy – he makes us pay three magicka for 0-drops, 1-drops and 2-drops. Your opponent might hate you for it. But lucky for...
Blood-Crazed Daedroth – Uses and Synergies
Blood-Crazed Daedroth is one of the first three new cards revealed for the Jaws of Oblivion expansion that is coming to the Legends store on October 8. When you looked at this card, maybe you thought: Why did Bethesda reveal this card in particular? Well, it’s a Deadra, so it’s right on-theme for Oblivion. But, I agree, they indeed could...
Champion of the Arena – Uses and Synergies
As we approach the end of the season, it’s time for another monthly reward card: Champion of the Arena. The 7-cost champion is a mighty orc and vampire with stats of 4/8, the breakthrough keyword, and a powerful summon effect: Battle an enemy creature. His summon ability provides you with immediate board impact, and his stats remove most early-game threats...
Clivia Tharn – Uses & Synergies
Clivia Tharn is the Empress Regent of the Empire of Cyrodiil. Clivia is the child of Grand Chancellor Abnur Tharn, the Imperial overlord of Nibenbay and the head of the Elder Council, and his 7th wife Pulasia, and his 16th daughter overall. She married Leovic of the Longhouse Emperors. When Leovic was overthrown and killed in a rebellion led by...
Crazed Hunger – Uses and Synergies
Crazed Hunger is among the first 6 cards revealed for The Elder Scrolls Legends Isle of Madness. It can be summoned by the 1-cost Action Madness Beckons or acquired in the story expansion Isle of Madness (once released). The card art shows a fierce Daedra that is hopping down some stairs going after a juicy Elder Scrolls Legends hero (you?...
Crucible Blacksmith – Uses and Synergies
Crucible Blacksmith is the first “true”, unconditional Item Tutor in The Elder Scrolls Legends. The new blue 2-cost creature was recently revealed by Jele77 on her stream. Surprisingly, the Blacksmith is a Wood Elf and not a Redguard. The reason can be explained by Elder Scrolls Lore: During the time just before the Greymarch, the only blacksmith in the Shivering...
Death Hound – Uses, Synergies and Counterplays
Death Hound, the ninth card of the FrostSpark Collection for The Elder Scrolls Legends has been revealed at TwitchCon by Bethesda. With the purple Endurance attribute being the one that has consistently the most powerful creatures in the game, Death Hound is no exception: a 5-cost Beast + (Skeleton — to be confirmed) with powerful stats of 6/6 and Guard....
Destruction Tutor – Uses and Synergies
Jele77 today revealed the seventh card for the FrostSpark Collection: Destruction Tutor. The 5-cost 3/5 High Elf reduces the cost of your actions that deal damage by 2 magicka. Another interesting effect that applies while Destruction Tutor is in play. Let’s look at the card using Quadrant Theory. Quadrant Theory Opening With a cost of 5, the card can only be...
Dominion Battlereeve – Uses & Synergies
Silverfuse revealed Dominion Battlereeve during her stream. The Aldmeri Dominion gets a 3/3 for 3, which is one of the most popular stat lines recently. The High Elf comes with a plethora of opportunities to inflict damage to your opponent. He deals one damage when you summon him, another point when he dies and more pings whenever you slay a...
Doomfang Ally – Uses & Synergies
Doomfang Ally is the sixth Reachman in The Elder Scrolls Legends and the second Neutral “Ally”. Introduced with Isle of Madness, the 3-drop promotes decks with multi-color cards that run a very small number of neutral cards. When summoned, Doomfang Ally gets different boosts depending on the color of your top deck. For multi-color cards, multiple boosts get applied, causing...
Dro-m’Athra Reaper – Uses and Synergies
Moons of Elsweyr brings us Dro-m’Athra Reaper, a new legendary 3/2 Khajiit and Spirit in Endurance for 2 magicka. Revealed by Wita, the reaper comes with a powerful summon effect: Consume a creature. When a creature leaves your discard pile, Dro-m’Athra Reaper gains +0/+1 and you gain 1 health. The Khajiit spirit is the first creature that gets buffed and...
Elixir of Potency – Uses & Synergies
Elixir of Potency is a new support card in the latest expansion Jaws of Oblivion. For 2 magicka, this elixir grants a random keyword to a creature of your choice and has three uses. GicaForta revealed the card yesterday on his YouTube channel. Since this is a card with a random effect, let’s look at the possible outcomes: Breakthrough: Your...
Euraxia Tharn – Uses and Synergies
Euraxia Tharn – A Brief Look at the Lore Euraxia Tharn, the younger half-sister of Abnur Tharn, conquered Northern Elsweyr and the city of Rimmen during the Frostfall Coup. She is known in the region as the Usurper Queen, was a ruthless monarch who tortured the Khajiit citizens of Rimmen with stupid laws. She threatened to use the city’s own Siege Weapons against the...
Falkreath Defiler – Uses & Synergies
Falkreath Defiler is a 4-cost 3/3 that some consider among the best four-drops in The Elder Scrolls Legends. The reason lies in the Imperial’s slay ability. It summons a creature from your discard pile when triggered. You may select any creature that has died or that you have discarded through other means like Merchant’s Camel or Scout’s Report. While the...
Ghost Fanatic – Uses & Synergies
Toucharcade, the “#1 iOS games site packed with news, reviews, forums and more”, revealed Ghost Fanatic, another new card for Isle of Madness (see ‘The Elder Scrolls: Legends’: We Scare Up an Exclusive Card Reveal From Isle of Madness). This is what we will get: Ghost Fanatic is a 3-cost 3/3 Spirit that costs 1 less for each creature that...
Green Pact Ambusher – Uses and Synergies
Warriors7 today revealed Green Pact Ambusher, the fifth card of the Frostspark Collection, the new promo expansion for The Elder Scrolls Legends. Green Pact Ambusher is a 2-cost 4/1 Wood Elf with Prophecy and Guard from the red Strength attribute. She has a very special ability which introduces a new mechanic to TESL: “At the end of your opponent’s turn, if...
Grummite Magus – Uses, Synergies, Counterplays
Grummite Magus is part of The Elder Scrolls Legends story expansion Isle of Madness. The red 5/5 Grummite comes at a fairly high magicka cost of 7 equipped with the Guard keyword. He is situated among other red 7-costs like Belligerent Giant, Savage Ogre or Wildfire Dragon. In other colors, there are some 7-cost guards, that you can use for...
Harmony – Uses and Synergies
Harmony is the eighth card in the FrostSpark Collection, a new promo expansion for The Elder Scrolls Legends. The 2-cost action in the yellow Willpower attribute has Prophecy and gives all enemy creatures -2/-0 until the start of your turn. Note, how cool the card art is aligned to this effect: When played from hand, it “confuses” or “distracts” all...
Hatchery Meddler – Uses and Synergies
Hatchery Meddler – An Under-Played Legends Card It’s time to look at Hatchery Meddler, one of the most underplayed cards in The Elder Scrolls Legends. This Houses of Morrowind card is seldom played in ranked play and I have not seen it in any competitive lists. Some long-time Legends fans will remember the trick he can do with Deranged Corprus...
Hulking Scalon – Uses, Synergies, Counterplays
Hulking Scalon – What a Big Effort Card Reveal Hulking Scalon is the powerhouse finisher from the Isle of Madness story expansion. The card was revealed yesterday by Justin Larson on his YouTube channel. You have to watch this hilarious reveal video, if you haven’t seen it already. Scalons are big aquatic swamp monsters, that are lumbering slowly after prey....
Icy Shambles – Uses and Synergies
Icy Shambles is a new card that will be available with Isle of Madness. The Skeleton creature was already revealed during the Festival of Madness a little while ago. Today, it can already be generated and played using Madness Beckons. Icy Shambles is a blue 4-cost 2/3 Skeleton that deals 2 damage to a creature when summoned. In addition, any...
Kaalgrontiid – Uses and Synergies
Kaalgroontiid is a new powerful dragon in The Elder Scrolls Legends – Moons of Elsweyr. His name Kaal-gron-tiid means: Champion – Bind – Time. Kaalgrontiid and the ESO Lore When Abnur Tharn was attempting to decipher the two halves of the Wrathstone, he was looking for the location of a secret Demon weapon. He was hoping to find a weapon...
Karthspire Scout – Uses and Synergies
The Justin Larson revealed the fourth card of the Frostspark Collection: Karthspire Scout, a 1-cost 1/1 Orc in the purple Endurance attribute. The card has an interesting Last gasp effect: it draws a card but increases the cost of that card by one magicka. Hm, is this good? Should you play it? I think the answer is yes – let’s...
Modryn Oreyn – Uses and Synergies
Modryn Oreyn is here: get your Rage Control decks ready to rumble! Modryn Oreyn and the Blackwood Company in The Elder Scrolls Lore The Blackwood Company in TES IV: Oblivion The Blackwood Company is a minor faction based in Leyawiin. It mostly consists of Khajiit and Argonians and is the main rival of the Fighters Guild. The company takes jobs...
Murkwater Scourge – Uses & Synergies
Murkwater Scourge is the Monthly Reward card for March 2019. It has been about a year since the Gobbos got some love from the Legends card designers. In fact, Goblins received a substantial downgrade after the Goblin Skulk nerf in patch 2.5 in December 2018. Now, we are getting a 4-cost 3/1 Goblin who puts up to two Curses into...
Old Salty’s Assault – Uses and Synergies
Old Salty’s Assault is the monthly reward card for August 2019. Bethesda continues to release cards that improve existing and underplayed archetypes to reward players for their monthly grind on the ladder. This month is no different. But rather than asking the question, “is this card good,” or “what archetype does this buff,” the most important question to ask right...
Piercing Twilight – Uses and Synergies
Piercing Twilight is a 4-cost Daedra from The Frostspark Collection. The epic creature comes right on curve with a power and health of 4 and the Guard keyword. Most notably, the Daedra also provides a powerful summon effect: you can pick a card from your opponent’s discard pile and banish all cards from your opponent’s deck and discard pile with...
Razum-Dar – Uses and Synergies
A Look at The Elder Scrolls Lore Razum-Dar is a Khajiit spy who was active during the Interregnum in the Second Era. He worked as a member of the Eyes of the Queen, a secret intelligence network that served Queen Ayrenn of the First Aldmeri Dominion. Raz built quite a reputation for himself as a wandering mercenary before he got...
Rimmen Siege Weapons – Uses and Synergies
Rimmen Siege Weapons is a new legendary support card in The Elder Scrolls Legends Moons of Elsweyr. A Look at Elder Scrolls Lore Rimmen, also known as Rim’kha in the Khajiit language, is the capital of the region Anequina, which is the major location in Elder Scrolls Online – Elsweyr. Leading up to the Elsweyr storyline, Euraxia Tharn conquered the...
Ring of Lordship – Uses and Synergies
Ring of Lordship – wow! It’s a good day for all Item and Tribal decks in The Elder Scrolls Legends! The amazing MattOblivium revealed the Ring of Lordship today . The item provides a buff of +0/+2 which allows for better trades and works nicely in Mania. But the Ring will also be madness in Runebreaker Dementia decks. But we...
Sentinel Reclaimer – Uses & Synergies
Sentinel Reclaimer is the monthly reward card for July 2019. For your success in ranked play last month, you were rewarded with a 3-cost 2/3 Redguard that puts two items into your hand with its summon ability: one the neutral 1-cost +1/+0 Steel Dagger, and the second the blue 2-cost +3/+0 Steel Sword. In total this gives you 6/3 in...
Shadowmarking – Uses and Synergies
Shadowmarking, is the next card in the Frostspark Collection that was revealed today by Aquaman88 on his Twitch channel (in Russian). The 3-cost action allows you to look at the top three card of your deck – you then have to choose one card to put into your opponent’s hand and you will draw the other two. Card Art and Lore Just look at...
Siege Crawler – Uses and Synergies
Siege Crawler is an epic 11-cost Daedra in the upcoming Jaws of Oblivion expansion. This big boy brings unprecedented 15/15 of stats plus the breakthrough keyword. It is the first creature released that can win you a game with just two swings all on it’s own. Indeed, this makes it a candidate for combos involving Squish the Wimpy, Dremora Markynaz...
Strategic Deployment – Exclusive Card Reveal & Review
Today, we are honored and super-excited to reveal a new Alliance War card, Strategic Deployment. A big thank you to Bethesda and Sparkypants for allowing tesl.blog to be part of the hype! Strategic Deployment is a common 4-cost action in Endurance, that summons two 1/1 Recruits in each lane. That’s four tokens for four magicka, which is pretty similar to...
Sword of the Inferno – Uses and Synergies
Santosvella revealed Sword of the Inferno, the tenth card in the FrostSpark Collection. Before we have a closer look, let’s check-out the card-art: It is amazing and the premium version of the card has a cool red-orange glow-effect around the sword. The 2-cost item in the red Strength attribute gives +2/+0 and has a special Summon ability. The wielder deals 2 damage...
Syl, Duchess of Dementia – Uses and Synergies
An in-depth look at uses and synergies of Syl, Duchess of Dementia. Syl brings us a new lane mechanic and is a great addition to some well-established deck archetypes.
Thadon Duke of Mania – Uses and Synergies
Thadon, Duke of Mania has been revealed today during the TRS Classic Tournament as one of the cards in the upcoming story expansion Isle of Madness. It shows one of the new mechanics provided by Isle of Madness. Thadon, a unique, yellow 6-cost Wood Elf comes with solid stats of 6/7. This in itself makes for a pretty good fighting...
Torval Extortionist – Uses, Synergies and Counterplays
DragonTamerBlayde revealed the sixth card of the FrostSpark Collection, the new promo expansion in The Elder Scrolls Legends: Torval Extortionist. It is a perfect fit for him, as he loves playing Slay decks! Torval Torval is a city in Tamriel, in southwestern Elsweyr that appeared in Elder Scrolls Arena. Extortionist /ɪkˈstɔːʃ(ə)nɪst,ɛkˈstɔːʃ(ə)nɪst/ a person who tries to obtain something through force or violence;...
Training Grounds – Uses and Synergies
Training Grounds is the Monthly Reward card for February 2019. The 4-cost, neutral support card comes as an epic. The card comes with a buff-effect for tribal decks: When you summon a creature, give it +1/+1 if it shares a type with the top creature in your deck Training Grounds’ special ability If you made it into the top 1,000...
Varen Aquilarios – Uses & Synergies
Varen Aquilarios is a very unique addition to Willpower in the Alliance War expansion of The Elder Scrolls Legends. Before we look at the card, let’s understand a little about the lore surrounding this character. Varen Aquilarios – ESO Lore Varen Aquilarios sparked a rebellion after Emperor Leovic legalized Daedra worship across the Empire. He won many victories across Cyrodiil....
Wake the Dead – Uses and Synergies
Wake the Dead is a 2-cost action from the Isle of Madness story expansion. The action tutors a Spirit or Skeleton from your draw deck to hand and increases it’s health by 1. This makes Wake the Dead one of the cheapest creature tutors in Legends. The action provides a lot of versatility, as there are Spirits and Skeletons with...
Wilds Incarnate Moose – Uses and Synergies – FrostSpark
The final card reveal for The Elder Scrolls Legends FrostSpark Collection is Wilds Incarnate, lovingly named The Moose by many. The Moose is a 7-cost 5/6 Neutral Beast with Guard and a pretty interesting Summon effect: Draw a card if you have four runes. Draw an additional card if you have five runes. Wilds Incarnate aka “The Moose” comes with...
14 Responses
[…] his time is now in the current meta for a few people to try him again? If we look at him from a Quadrant Theory perspective, his strength are certainly in the Losing/Comeback quadrant, so he might be something […]
[…] 3 Necromancer’s Amulet in play), but can certainly turnaround a game (if we were to apply Quadrant Theory to this combo, it would be well positioned in quadrant Losing, but also good in Parity, when the […]
[…] first use Quadrant Theory to evaluate the card and let’s look at synergies later – because there are a few really […]
[…] How good is the new card? Let’s approach this card’s value by using Quadrant Theory. […]
[…] Let’s look at the card using Quadrant Theory. […]
[…] But before we look at synergy, let’s run this new card through the various phases of the game, using Quadrant Theory. […]
[…] Icy Shambles is a blue 4-cost 2/3 Skeleton that deals 2 damage to a creature when summoned. In addition, any creature that’s damaged by Icy Shambles will also be shackled. Let’s evaluate the card, using Quadrant Theory (see Quadrant Theory in The Elder Scrolls Legends Deck Building). […]
[…] The Daedra is bonkers against Aggro Token decks that use loads of cheap, small creatures to fill both lanes quickly and buff them up in the process. Token decks use the likes of Fifth Legion Trainer, Training Grounds or Divine Fervor. Equally, the very competitive Scout Abomination and Doomcrag Warrior, that cycle a lot of low-cost cards, can be severely influenced by Bedeviling Scamp. This can make him an interesting tech choice for tournaments. The card design has been criticized by some, as Bedeviling Scamp also impacts other (more memey) 0-cost decks that rely on Swindler’s Market as their win condition. But let’s put this aside and take a look at the card in more detail, using Quadrant Theory. […]
[…] But before we look at more synergies, let’s start by evaluating the card using Quadrant Theory. […]
[…] depending on your match-up. In the first part of this article, we will be evaluating the card using Quadrant Theory and look at uses and further synergies of both Kaalgrontiid and the Halls of Colossus during the […]
[…] Rimmen Siege Weapons is a red 3-cost legendary support with the following ongoing effect: at the start of your turn, each friendly creature deals 1 damage to your opponent. The support card is an exciting new addition to aggressive beatdown token decks. At the same time it also synergizes well with existing mechanics like Pilfer and Empower. On the other hand, support removal is very prominent in the meta, so there is a large risk of playing this support only for it to be removed by your opponent immediately. Therefore, before we look at synergies in more detail, let’s look at the card’s utility using Quadrant Theory. […]
[…] let’s look at the Defiler in action in the Divath Fyr puzzle and evaluate the card using Quadrant Theory (warning: […]
[…] much written for competitive play, but are a general evaluation of the card using a method called quadrant theory. In addition, they provide a few suggestions regarding potential synergies you can leverage when […]
[…] Keyword-generating cards work well with creatures that already have ward, guard, or lethal as their keyword and have high power or health. Sorcerer and Assassin are probably the dual-color classes that appreciate keyword synergy the most. Before we look at synergies, though, let’s evaluate the card using quadrant theory. […]