The Elder Scrolls: Legends is a Fine Collectible Card Game Experiment
Digital card games are a strange experience. They’re all fundamentally built from the basic idea of simulating the physical card game experience of sitting across from another person, shuffling a deck, and then taking turns putting those cards on a table in sequence. It seems strange that in the wide world of possible things to do with digital platforms that this, of all things, would be what people are jazzed about doing. Yet here we are. More bizarrely, these games are incredibly fun.
I’ve put a fair few hours into card games in my time and I can say this with confidence: The Elder Scrolls: Legends is a good game that is worth playing. I’m embarrassed to admit how much I got sucked into the closed beta, and while I don’t think I’m necessarily great at the game, I have had an enormous amount of fun learning the ins and outs of Legends’ take on the broad mechanical genre of the card game.
I’m a fan of complexity in my card games. I love to play Magic: The Gathering, and that game literally requires that you perform the actions of a finite state machine in order to delve through the complexity of its rules interactions (you even have to take tests to adjudicate the game). That strong desire for grindy, interactive play has always left me a little unenthused with Hearthstone, and if we create a spectrum with the former at one end and the latter at another, TES: Legends leans a bit closer to Magic. And for that, I love it.
The rest of this piece is going to be enumerating and explaining what I think is most exciting in Legends. It’s often hard to talk about these games without resorting to comparison, but I’m going to try to make this as painless as possible. Ultimately, if you’re looking for a takeaway without specifics, Legends is a digital card game with a lot of depth that rewards paying attention to many different factors. It never becomes overwhelming, and it always feels fair. All of these are great accomplishments.
Legends has what the game calls “lanes,” and most of the games you play have two of them. Each lane acts as a separate battlefield. Creatures in one lane cannot attack creatures in the other and vice versa. From a practical standpoint, this means that players have to split their focus (and forces) between each of those lanes so as to make sure that they opponent does not take one of them over. While this makes the board state more complicated than a game like Hearthstone, it is also a welcome complication as buffing your units and then clearing the board isn’t really something that can occur here.
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