Track and fight some Treasure Hunters
The Lost Treasure: Thornwell Farm
The Thornwell Farm is a location available in The Lost Treasure. It is one of the two initially-available locations, along with the Ragged Flagon. After trailing the treasure hunters to the location, you and Swims-at-Night will have to intercede on an old man's behalf. Once you complete it for the first time, you'll receive playsets of Relic Hunter and Ratway Prospector.
- Relic Hunter: "I'm warning you, old man. Give us the magic ring, or this might get ugly."
- Old Man: "Please, no! You don't understand, I need it! You there, stranger — please, help me!"
- Old Man: "The gods bless you. In truth, I don't even have that magic ring anymore — I lost it in the woods over yonder. If you find it, I beg you, please return it. It's precious to me.
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|Daggers in the Dark||Action||Intelligence||0||–||–||Common||Equip a Steel Dagger to a random friendly creature in each lane.||1|
|Makeshift Defenses||Creature (Defense)||Neutral||0||0||2||Common||Guard||1|
|Crown Quartermaster||Creature (Redguard)||Intelligence||1||2||1||Common||Summon: Put a Steel Dagger into your hand.||2|
|Dominion Seneschal||Creature (High Elf)||Intelligence||1||2||1||Common||Guard||2|
|Firebolt||Action||Intelligence||1||–||–||Common||Deal 2 damage to a creature.||1|
|Ratway Prospector||Creature (Wood Elf)||Strength||1||1||2||Rare||Treasure Hunt – Support, Item, Action: +5/+5
After Ratway Prospector attacks, give her Cover.
|Altmer Protector||Creature (High Elf)||Intelligence||2||0||4||Common||Guard||1|
|Dunmer Nightblade||Creature (Dark Elf)||Intelligence||2||2||1||Common||Last Gasp: Put an Iron Sword into your hand.||2|
|Embassy Guard||Creature (High Elf)||Intelligence||2||0||4||Common||Prophecy, Guard, Ward||2|
|Plunder||Action||Strength||2||–||–||Epic||Put two random items into your hand.||1|
|Relic Hunter||Creature (Redguard)||Strength||2||3||2||Common||Treasure Hunt – Item: Give the item +1/+1.||2|
|Skilled Blacksmith||Creature (Redguard)||Intelligence||2||2||3||Rare||Your items cost 1 less.||1|
|Camlorn Sentinel||Creature (Breton)||Intelligence||3||2||4||Common||Prophecy, Guard||1|
|Keeper of Whispers||Creature (Redguard)||Intelligence||3||3||4||Epic||Other friendly creatures are immune to Silence.||1|
|Mace of Encumbrance||Item||Intelligence||3||–||–||Rare||+2/+1
Summon: Shackle an enemy creature.
|Master Swordsmith||Creature (Redguard)||Intelligence||3||2||3||Rare||At the start of your turn, give each item in your deck +1/+1.||1|
Summon: The wielder deals 1 damage.
|Reverberating Strike||Action||Intelligence||3||–||–||Common||Deal 3 damage to a creature and all enemy creatures with the same name.||1|
|Rihad Battlemage||Creature (Redguard)||Strength||3||3||3||Common||+0/+3 and Guard while equipped with an item.||1|
Summon: Draw a card. If the wielder has Treasure Hunt, draw something they are hunting for instead.
|Alik'r Bandit||Creature (Redguard)||Strength||4||3||4||Epic||When Alik'r Bandit equips an item, he gains +1/+1.||1|
|Battlefield Scrounger||Creature (Redguard)||Strength||5||3||3||Rare||Charge Slay: Put a random item into your hand.||1|
Strategy and Example Deck
As midrange and control decks tend to rely on maintaining a certain measure of card advantage, this battle's conditions can be anathema to typical decks of those styles. As such, an aggressive or otherwise fast-paced gameplan is advised for this battle.
- Because of the Surplus Lane, it is easy for both oneself and one's opponent to establish long successions of available plays each turn.
- Because of the Harvest support, the principles of card advantage are overturned and it is more preferable to be able to draw four cards per turn with its use.
- In order to make the best use of the Harvest support and Surplus Lane, it is important to have a variety of low-cost creatures to play in the Surplus Lane.
- Due to the nature of the Surplus Lane, UESP advises players not to be afraid of attempting to secure only one or zero cost cards in the Mulligan.
- Example deck
UESP has included an example deck for this battle, effective in both normal and Master modes. The cards in the example deck have been chosen due to affordability and utility in the scenario. Its gameplan is to seize control of the Surplus Lane to rapidly empty its hand every turn, triggering the Harvest support. Once it has filled the Surplus Lane and expunged the opponent's creatures from it, it has the utility of being able to continue on in it or to begin claiming the Shadow Lane, which at that stage in the game will already be occupied by the opponent (provided one was able to secure the Surplus Lane)—though players should be wary of forgetting to empty their hand each turn. It is not imperative to empty one's hand in the first three turns, though it is important to note that it is optimal to begin doing so before one's opponent is able to do the same. It is important to note that the opponent can rapidly snowball in the Shadow Lane if it is not engaged in a fight for board control, so if it manages to Snowball it is crucial to recognise which degree of aggression or defense is necessary to win.
|3||Nord Firebrand||Creature (Nord)||0||1||1||Common||Charge||Nord Firebrand is a zero-cost card which can easily be used to push final damage or remove the opponent's creatures, most of which have low health values. In conjunction with effects such as Rally and cards such as Fifth Legion Trainer or Orc Clan Captain, its modest one power can be used to turn the tide of a battle.|
|3||Septim Guardsman||Creature (Imperial)||0||1||2||Rare||Guard||Septim Guardsman, usually of extremely low value, becomes more useful in this battle due to the Surplus Lane and Harvest's requirement of emptying one's hand. As such, it is included for its utility under these conditions|
|3||Cheydinhal Sapper||Creature (Imperial)||1||1||3||Common||Drain||A low-cost creature with a high health for its magicka cost, Cheydinhal Sapper can easily be used to trade with the opponent's weaker creatures. While its Drain ability should not be needed if sufficient pressure is applied to the opponent, it can be useful if a few final points of health are required to win the battle.|
|3||Fiery Imp||Creature (Imp)||1||1||1||Rare||When Fiery Imp attacks, deal 2 damage to your opponent.||Fiery Imp is a low cost creature commonly seen in Strength-based aggro decks. With this one no exception, its two-damage to face ability makes it a priority for the opponent's removal and can allow even trading to deliver damage directly to the opponent.|
|3||Sarethi Scion||Creature (Dark Elf)||1||1||1||Common||Rally||Sarethi Scion is a low-cost Rally creature. Its merits lie not in its statline but in its Rally ability, which it delivers for a low cost which is especially relevant for the conditions of this battle.|
|3||Scouting Patrol||Action||1||–||–||Common||Summon a 1/1 Imperial Grunt in each lane.||Scouting Patrol, a staple in token-based decks, delivers a reasonable statline for a low cost—as well as inevitably triggering the Surplus Lane due to its ability.|
|3||Sharpshooter Scout||Creature (Wood Elf)||1||1||1||Common||Prophecy
Summon: Deal 1 damage.
|Sharpshooter Scout's ping ability allows it to be extremely useful for making trades,|
Summon: Silence another creature.
|Bone Bow serves as a silence for creatures to which the opponent has deigned to equip items, as well as being one damage. Its low value is offset by its low cost, making it more useful than other types of conditional silences in this match.|
|3||Bruma Profiteer||Creature (Imperial)||2||3||2||Rare||When you summon another creature, you gain 1 health.||Bruma Profiteer has an acceptable statline for its cost, though its main value lies in its ability—gaining health per creature summoned in a match under these conditions allows one's health to remain above runes and stave off drawing too many cards, which while ostensibly good can damage prospects in the long run due to Harvest.|
|3||Circle Initiate||Creature (Nord)||2||2||2||Common||Prophecy
Beast Form: +2/+1
|Circle Initiate is a staple in Strength-based aggro decks, as its low cost and powerful ability make it rather valuable.|
|3||Crassius' Favor||Action||2||–||–||Rare||Summon two 1/1 Imperial Grunts to a lane.
Plot: Gain 1 health for each friendly creature in that lane.
|Crassius' Favor can be useful in token-based stratagems, as it summons two creatures to one lane. This makes it useful for the Surplus lane in this battle, as it is effectively zero-cost when factoring in the lane's cost reduction for two creatures. As with Bruma Profiteer, its health-gaining abilities can be used to prevent the opponent from inundating one's hand with cards which can block the use of Harvest.|
|3||Fifth Legion Trainer||Creature (Imperial)||2||1||3||Rare||When you summon another creature, give it +1/+0.||Fifth Legion Trainer, commonly seen in Willpower-based aggressive decks and especially token decks, serves to add great utility for decks looking to fill the board with many creatures. Its low cost and three health make it useful for trading with the opponent's weaker creatures, though its ability should be valued more than its statline.|
|3||Orc Clan Captain||Creature (Orc)||2||2||2||Rare||Other friendly creatures in this lane have +1/+0.||Orc Clan Captain, almost ubiquitous in Strength-based aggro decks, is noted for its utility in adding up to three more attack value to a lane.|
|3||Warclaw Mercenary||Creature (Khajiit)||2||2||2||Common||Rally||Warclaw Mercenary, like Sarethi Scion, serves as cheap and efficient Rally.|
|3||Battlerage Orc||Creature (Orc)||3||2||3||Common||Charge||Battlerage Orc is effective due to its versatility, which allow it to be useful in trading with the opponent's especially egregious creatures or dealing necessary damage to the opponent's face for a victory.|
|3||Earthbone Spinner||Creature (Wood Elf)||4||3||2||Epic||Summon: Silence another creature, then deal 1 damage to it.||Earthbone Spinner commonly makes appearances in a great deal of Strength-based decks as its ability serves aggro, midrange, and control decks. Its ability to deal one damage after silencing a creature means it can kill many of the opponent's creatures outfitted with weapons for easier trading, but it can also be used to dispose of guards which prevent lethal damage from reaching one's opponent.|
|3||Reive, Blademaster||Creature (Daedra)||4||3||5||Legendary||When Reive attacks, deal 2 damage to your opponent, then increase the damage dealt by 2.||Reive, Blademaster, as a unique legendary card and with its relative high cost, can be substituted out for another card rather easily. However, its ongoing ability can serve to increase the pressure one's opponent faces even if its attack is used for trading rather than pushing damage.|
|3||Tyr||Creature (Nord)||4||5||4||Legendary||Prophecy, Breakthrough, Guard||Tyr, like Reive, Blademaster, is a unique legendary card with a high cost which can be substituted for another. However, with its high power and set of keywords, it can be a useful card when used under the right conditions to both protect other creatures, to trade, or to deliver breakthrough or direct damage to one's opponent.|
- Glossed words
- Face—Opponent's health
- Mulligan—Opening hand selection
- Ping—Low damage ability
- Token—Unobtainable card created by a different card
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