Legendaries Level 1
Legendaries are shiny, very rare, and may often look good at first sight. Most new players tend to automatically include their new legendary cards in their deck. Sadly, some of them have better, similar, or less rare substitutes at low levels. But some will definitely strike fear in the battlefield.
This guide aims to give a definite answer to the question:
Should I use this level 1 legendary?
One of the most value-generating cards in the game, especially at level 1 in comparison to other cards. 5 strength tokens are quite substantial and can definitely help battle higher level opponents. The tokens having movement as well adds to their many flexibilities such as attacking and defending. You may find cases where Mirz clogs your deck with too many tokens so just be sure not to use him too many times but this is not necessarily a big problem in the lower levels. Mirz also receives a massive power spike at level 2 so he is worth investing in. Mirz is probably the best turn 1 card when starting at 3 mana. Usable on all levels and ranks.
Edrik is powerful during both early and late game. He can sometimes single-handedly defend against a rush deck while maintaining precious frontline. With only 1 token, he already generates the same amount of value as Tode the Elevated, yet getting at least 2 tokens is relatively easy, especially when baiting enemy placement using your own positioning. Playing this card against any deck that’s trying to win as fast as possible is going to drastically increase your chances of winning.
Laurus is one of the most efficient control cards in the game, especially for its cost. No low-medium strength enemy bordering units are safe. Baiting enemy units will also increase your chances of good trades considerably. There are almost no better cards to defend your baseline and he deals with Xuri, Lord of Life decks effectively. He is one of the most versatile cards in the game, considering the fact that he can be used offensively as well. A 5 strength unit on the opponent’s baseline provides decent pressure. Laurus fits in every deck without fail.
Finishers are essential in every deck. Tegor is a powerful heavy finisher while carrying high value effects. Despite his abilities being random, their raw value makes him very much worth the mana cost. You can push this further when you play him after clearing all enemy units. This guarantees that you get either the spawn or buff effect. The buff effect is incredibly powerful and should be exploited whenever possible. Tegor’s dragon type also synergizes with dragon decks, especially from his own spawns. Tegor is the perfect option for decks that need finishers.
Xuri synergizes perfectly with Swarm’s natural unit spam. Cards like Doppelbocks and other cheap cards are essential for every Xuri deck. His buffs over friendly units can easily outvalue your opponent and it is not hard to pull off early on. Additionally, vitality is very powerful in the lower ranks since +1 strength per turn is a large percentage increase compared to higher ranks. Like other dragon cards, Xuri can also synergize in dragon decks that use cards like Spare Dragonling and Dreadful Keepers due to the powerful frontline of their abilities. Xuri is definitely worth trying out and can exceed in any Swarm deck.
Qordia is arguably the best legendary dragon. Her egg spawns allow her to apply serious pressure early game while also being able to generate crazy value in long games. Not all of her eggs need to survive either to find success. The eggs force the opponent to make uncomfortable plays, which is always a good thing for you. Even if all the eggs were destroyed or you managed to hatch only one, you still utilized 8 strength for 6 mana. That is more than cards like Delegators! Qordia’s sturdy 5 strength body also serves as a powerful tool for clearing enemies. Lastly, her synergies with dragon cards are phenomenal, especially with Dangerous Suitors. If you were lucky enough to pull Qordia from a book, you should definitely add her into your decks!
Siren is used for two reasons: some enemy units need to be taken down, especially large ones, and to rush the enemy base from afar. Until higher levels, her ability, similar to that of Confinement, is a little weak as it can only trigger two times out of the 3 movement (since she usually does not survive before reaching the 3rd tile), so use her as a long range heavy runner that penetrates any unit. Luckily, Siren gets a big power spike at level 2 since you can guarantee three triggers of her ability so don’t be afraid to invest in her, especially since she is one of the most powerful cards in the game when maxed. Otherwise, you may want to spend that hefty 9 mana elsewhere.
Doctor Mia: A
There is no other card that resembles her abilities and potential value generation. She is very good even at level 1 when built with the proper decks. Be careful of inserting too many structures in a level 1 Mia deck and you must learn how to properly setup your structures using bordering tiles and trigger orders (visit the Triggers Guide). With a massive power spike at level 2, it is worth investing in Mia for a couple more copies that will easily elevate her to S tier later down the road. And let’s not forget the insane power spike at level 4 that makes level 5 completely unnecessary to reach her full potential as a powerful Ironclad legendary.
Eloth can provide a wide variety of valuable utility. These include instant frontline with flight for runners and other pressure cards as well as delaying large/high-threat enemy units. At level 1, he can hold his own against opponents with slightly higher levels. Unfortunately, he cannot defend horizontally at all so reserve some card slots for more dire defense. But with the relatively new change to Eloth’s ability which allows him to move forward after destroying a unit, he can still help clear from your baseline.
Phoenix has the potential to generate unlimited value as well as exponential snowballing when multiple are deployed on the board. His robust strength allows him to clear many units as well as become a nuisance for your opponent to deal with as he marches down the board while conserving frontline. Additionally, his movement can easily guarantee at least one respawn for good value. Most of all, being a construct, Phoenix is a reliable way to pull off perpetual construct synergies with his undying presence. Naturally, this relatively expensive card will require attentive decision making. And lastly, beware of Harvesters of Souls and level 2+ Unhealthy Hysteria...
Zhevana is hard-carried by Icicle Burst. When played together, an enemy unit is destroyed while placing a decent body on the board. Zhevana allows many free 4 mana combos such as Mystwives and Edrik the Fierce. This ice dragon also drastically speeds up your deck cycle to allow you to play your value cards more often than usual (e.g. Collector Mirz tokens and other mana gain cards). There is a small learning curve when figuring out how to reliably align/cycle your freeze cards for Zhevana but it is definitely worth the reward.
Olf’s powerful base healing ability is unmatched even when compared to Underground Spring. On top of that, his heavy strength serves as a powerful baseline clearer and a heavy runner to secure long games. Olf is the perfect tool to extend your games and reach those abundant mana turns that Winterpact strives for. Keep in mind that all these benefits come at a considerable mana cost.
Tode can easily fit in many shadowfen decks. He provides decent value and utility for just 4 mana. The ability to jump around the board can prove very useful when stalling multiple enemy units as well as recovering lost frontline. Tode may also benefit from other synergies such as Kindred’s Grace with toad spam decks. But with just 3 strength, it may be difficult to survive a trade to trigger his ability, especially when facing higher level opponents. In many cases, Witches of the Wild is a very good second choice while also being common instead of legendary.
Ubass is a tricky card to play in the lower levels. 1 damage for every unique primary unit type is not very impactful. Moreover, you cannot decide exactly how this damage is spread across the board due to its randomness. But Ubass’ strong strength and ability to chip away the enemy base makes him a decent consideration for a handful of control decks. Naturally, you would want to make a deck with multiple different unit types but it is not necessary since you are also taking advantage of the unit types your opponent brings. Watch out for players who run Hunter’s Vengeance if you are running many unit types.
Until level 4, Earyn is not that impactful in the game since she can only cast up to one spell. But, you may combo her with high value single spells such as Call for Aid or other spells you happen to have at a high level. Otherwise, she is just not worth until level 4 but don’t be afraid to experiment with her! 7 strength on the board is pretty significant and provides frontline or soaking large enemies. It is also difficult to learn how to align her with the spell(s) you plan to combo so this makes her not a great legendary to use at the early levels.
Unlike Archdruid Earyn, Queen is still powerful when spawning only one satyr. It is crucial that you build your deck so that you only have one satyr, which is Dreadfauns. Satyr spawning cards such as Head Start and Shady Ghoul do not count as satyr cards so you are safe to bring those along. When you do play the Queen combo, you add up to 13 strength on the board with 4 separate units for only 7 mana! It is important to note that Queen only spawns a satyr in your deck, not your hand. If you have Dreadfauns in your hand, she will not spawn it. Try to avoid cycling before playing Queen unless it is to cycle away that satyr.
Lady Rime: B
Rime has the potential to stomp on long games but may lack in value due to the nature of low level mana gain cards. To find success with her, you must focus on building decks that have mana generation cards and are designed to stall games. Confinement is the most common hard counter to Rime but Confinement at lower levels is very weak so you may find her plowing through some games. A proper control deck is necessary for Rime to be worth playing.
Klaxi actually has some serious firepower in terms of generating value. She is definitely better than Prime Oracle Bragda at level 1. Unfortunately, low level toad spam is not very effective since they do not spawn that many 1 strength units. It is still possible to keep certain 1 strength units, friend or foe, on the board so that you can play Klaxi for more value. But, her high mana cost as well as underwhelming low level setups make her difficult to fit outside of very specific decks.
Rogue Sheep: C
Sheep is undoubtedly the worst level 1 legendary in the game. Do not even consider using it unless for fun.There is a likely chance for the ability to do a grand total of zero damage! 6 mana too for only 2 strength and no movement. Not even a pirate deck would justify using this card, especially since it shares the same mana slot as the beloved Lucky Charmers. Disclaimer: Rogue Sheep is confirmed to be reworked entirely very soon so this may be outdated at the time of reading.
Bragda is worse than High Priestess Klaxi at level 1. 5 strength is not much and you will have trouble triggering it. If you can set it up to buff its own strength it becomes much better but is a very unreliable game plan. Not to mention, low level toad spam is not great at capitalizing on Bragda’s power. Level 3 is good, and level 4+ is very powerful. Use Klaxi if you have her (and play Shadowfen) until you get Bragda at level 3+.
Despite Ahmi’s uncapped potential strength, it is incredibly difficult to ramp up quick enough at level 1 while finding the space on the board to do so. Most of the time, this card is simply not worth playing for 3 mana because by the time you played Ahmi several times, you are already on a losing board state due to lack of strength and positional value over those turns. It is much better to play Westwind Sailors, a common card, or other 3 mana Swarm or Neutral cards.
Although ToS can teleport units like no other card, which is actually very valuable in terms of winning the position game, it does not provide enough value and is hard to pull off favorable teleports (due to picking 2 random units and finding the space on the board). For 3 mana, it only brings 3 strength on the board, especially since only one copy can exist on the board at a time. There are many other more viable 3 mana structures such as Upgrade Point and Fort of Ebonrock, which have way more value than ToS. Lastly, it is incredibly difficult to design a deck that properly takes advantage of its mechanic.
It is important to understand that this guide is still based on opinion. Anyone is allowed to make their own decisions and evaluations for Stormbound’s amazing legendaries. This serves as a gentle guide to point players into the right direction using the combined experience of veteran players. Feel free to seek fun in any way you want with your lucky draws!
Special thanks to Derk for helping with the tier list as well as a few of the entries and their polishing!
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