Legends:The Rescue

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Rescue a sorcerer from a tribe of goblins.
Act: 2
Opponent Name: Goblins
Opponent Class: Agility Agility
Lanes: Field/Shadow
Starting Health: 30
Story Characters: Kellen, Tyr, Laaneth, Lord Naarifin
Previous Quest: Unwelcome Intrusion
Next Quest: Tangled Web
Reward: Dunmer Avengers deck
10 Gold
 
Goblins

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]

Goblins
Quantity Attributes Name Type (Subtype) Magicka Power Health Rarity Ability
1 Agility Curse Action 0 2Rare Rare Give a creature -1/-1.
3 Agility Murkwater Goblin Creature (Goblin) 0 0 1 1Common Common Murkwater Goblin has +2/+0 on your turn.
3 Agility Arrow in the Knee Action 1 1Common Common Shackle a creature and deal 1 damage to it.
3 Neutral Steel Dagger Item 1 1Common Common +1/+0
3 Agility Murkwater Witch Creature (Goblin) 2 1 1 2Rare Rare Guard
Summon: Give a creature -1/-1.
3 Agility Goblin Skulk Creature (Goblin) 3 2 3 2Rare Rare Pilfer: Draw a random 0-cost card from your deck.
3 Agility Thievery Action 3 1Common Common Deal 3 damage to your opponent and gain 3 health.
3 Agility Murkwater Butcher Creature (Goblin) 3 3 2 1Common Common If Murkwater Butcher is in your hand during your first turn, reduce his cost to 1.
3 Agility Murkwater Savage Creature (Goblin) 3 2 2 2Rare Rare When you summon another Agility creature, Murkwater Savage gains +1/+1.
3 Agility Murkwater Shaman Creature (Goblin) 4 3 3 3Epic Epic At the start of your turn, put a Curse into your hand.
1 Agility Murkwater Skirmisher Creature (Goblin) 4 4 4 3Epic Epic Summon: Give all other friendly Goblins +2/+2.
1 Agility Ransack Prophecy Action 6 2Rare Rare Prophecy
Deal 3 damage and gain 3 health.


Prev: Unwelcome Intrusion Up: The Forgotten Hero Next: Tangled Web