The Elder Scrolls Legends: The Rune Factor

The Elder Scrolls: Legends has an element to the game where every player has five runes, that break with every five health points lost. When runes break, players draw a single card. Some cards in the game have an effect called Prophecy. This means that if they’re drawn from a rune breaking, they can be played immediately at no cost.

Why is this such a big deal? I feel like that’s obvious. The Rune element of this game gives you the chance to retaliate and even interrupt enemy attacks and turns. By planting the right kinds of Prophecy cards in your deck, you can really change the tide of battle in your favor. Some prophecy cards allow you to heal, some allow you to lay down creatures, and some allow you to flat out destroy creatures.

A few prophecy cards are actions that can do things like shackle and silence, which allows you to plan a proper retaliative measure. For me, being from a Hearthstone background, it’s nice to be able to interrupt a play and show an opponent who’s boss. In Hearthstone, you can count on secrets for that sort of thing but that’s about it.

The Elder Scrolls: Legends just continues to impress me the more I play it. The cost of cards is super responsible, and the developers are clearly conscious of the value of things like summon damage and card draw.

Feel free to continue upgrading your cards and give the versus arena a try. Tomorrow, I plan on doing a discussion surrounding the types of decks I think are the most fun to use in the game so far.

In the meantime if you haven’t already, try and download the open beta! It’s free, it’s fun, and it’s complex. Check out the official The Elder Scrolls: Legends website for more info.


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