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Legends:Kastus Thorn's House

< Legends: Story / The Fall of the Dark Brotherhood
 
Search the house for clues.
Episode: Enter the Shadows
Opponent Name: Kastus Thorn
Opponent Class: IntelligenceAgility Assassin
Lanes: Field/Shadow
Starting Health: 30
Special Conditions: Confide: Kastus Thorn starts with Sparring in play.
Kill: Kastus Thorn starts with To the Death in play.
Story Characters: Kellen, Kastus Thorn
Previous Quest: Cloudy Dregs Inn
Next Quest: Order of the Hour Barracks or Temple of Akatosh
Reward: 3x Brotherhood Slayer
 
Kastus Thorn's House

Enter the Shadows: Kastus Thorn's HouseEdit

Kastus Thorn's House is a location in Wayrest. You enter the house to search for clues of the Dark Brotherhood and find the assassin Kastus Thorn living there. You can then choose to Confide or Kill the assassin. Depending on your choice, Kastus Thorn will start the battle with either Sparring or To the Death in play and be told that "Only you or the assassin can survive this fight. Damage dealt to each of you is doubled", or that you'll "Prove yourself to the assassin. In this sparring match, damage dealt to players is reduced."

DialogueEdit

Pre-match
Kellen: As the hero searched the house, the assassin arrived home. The hero faced a choice: Confide in the assassin, or attempt to kill him, and complete his contract in his stead?
Confide:
During the match
Kastus Thorn: You wish to join our brotherhood? Very well. Show me your skills.
After the match
Kastus Thorn: You fight well. Here. Take my contract. The target is Markam Hawksmire, the corrupt head of the Order of the Hour guard. He's likely at their barracks or the Temple of Akatosh.
Kill:
During the match
Kastus Thorn: Die, interloper!
After the match
Kellen: Searching the dead assassin's home revealed a contract: The target was Markam Hawksmire, the notoriously corrupt head of the local Order of the Hour guard. He was likely hiding at the order's barracks, or the Temple of Akatosh

DecklistsEdit

ConfideEdit

Normal
Quantity   Name Type (Subtype)         Ability
2   Brutal Ashlander Creature (Dark Elf) 1 1 1 1  Common Last Gasp: Deal 3 damage to a random enemy.
1   Daring Cutpurse   Creature (Khajiit) 2 2 2 1  Common Prophecy
Pilfer: +1/+1
2   Guild Recruit Creature (Argonian) 2 1 2 1  Common Lethal
1   High Rock Summoner Creature (Breton) 2 1 1 2  Rare Summon: Put a random Atronach into your hand.
2   Soul Split Action 2 1  Common Sacrifice a creature to summon a 3/2 Sundered Shade in each lane.
1   Thieves Guild Recruit Creature (Argonian) 2 1 2 1  Common Summon: Draw a card. If it costs 7 or more, reduce its cost by 1.
3   Brotherhood Slayer   Creature (Wood Elf) 3 3 3 1  Common Prophecy
Slay: Put a Completed Contract into your hand.
3   Nimble Ally Creature (Wood Elf) 3 3 3 1  Common Summon: +1/+1 and Lethal if the top card of your deck is  .
3   Sanctuary Pet Creature (Spider) 3 2 2 1  Common Lethal
Summon: Shackle an enemy creature in this lane.
2   Varanis Courier Creature (Dark Elf) 3 1 3 1  Common Guard
Last Gasp: Draw a card.
2   Fire Storm   Action 4 2  Rare Prophecy
Deal 2 damage to all creatures in a lane.
2   Territorial Viper Creature (Reptile) 4 1 1 2  Rare Charge, Lethal
2   Bandit Ambush Action 5 3  Epic Summon two 1/1 Cruel Bandits in each lane.
1   Leaflurker Creature (Wood Elf) 5 4 3 3  Epic Summon: Destroy a Wounded creature.
1   Spider Lair Support 7 3  Epic Ongoing
At the start of your turn, summon a random Spider.
1   Indoril Archmage Creature (Dark Elf) 8 6 6 4  Legendary Guard
Last Gasp: Deals 6 damage to all enemy creatures in this lane.
1   Nest of Vipers Action 10 4  Legendary Fill a lane with Territorial Vipers.


Master
Quantity   Name Type (Subtype)         Ability
2   Brotherhood Assassin Creature (Dark Elf) 1 3 3 4  Legendary Lethal
Summon: Draw a card.
2   Fighters Guild Recruit   Creature (Argonian) 2 1 2 1  Common Prophecy, Guard, Lethal
2   High Rock Summoner Creature (Breton) 2 1 1 2  Rare Summon: Put a random Atronach into your hand.
2   Thieves Guild Recruit Creature (Argonian) 2 1 2 1  Common Summon: Draw a card. If it costs 7 or more, reduce its cost by 1.
2   Soul Split Action 2 1  Common Sacrifice a creature to summon a 3/2 Sundered Shade in each lane.
3   Wardcrafter Creature (Breton) 2 2 1 2  Rare Summon: Give a creature a Ward.
2   Daggerfall Mage Creature (Breton) 3 2 2 4  Legendary Ward
When Daggerfall Mage's Ward is broken, put a Tome of Alteration into your hand.
2   Sanctuary Pet Creature (Spider) 3 2 2 1  Common Lethal
Summon: Shackle an enemy creature in this lane.
2   Varanis Courier Creature (Dark Elf) 3 1 3 1  Common Guard
Last Gasp: Draw a card.
3   Territorial Viper Creature (Reptile) 4 1 1 2  Rare Charge, Lethal
1   Leaflurker Creature (Wood Elf) 5 4 3 3  Epic Summon: Destroy a Wounded creature.
1   Chaurus Reaper Creature (Chaurus) 7 5 4 1  Common Summon: Give all enemy creatures in this lane -1/-1.
1   Goldbrand Support 7 4  Legendary Uses: 3
Activate: Deal 2 damage to a creature, then increase the damage dealt by 2.
1   Wispmother Creature (Spirit) 7 5 5 3  Epic When you summon a creature that costs 2 or less, summon a copy of that creature in the other lane.
1   Eclipse Baroness Creature (Dark Elf) 8 5 5 3  Epic Summon and Last Gasp: Draw a card and reduce its cost by 2.
1   Indoril Archmage Creature (Dark Elf) 8 6 6 4  Legendary Guard
Last Gasp: Deals 6 damage to all enemy creatures in this lane.
1   Nest of Vipers Action 10 4  Legendary Fill a lane with Territorial Vipers.
1   Supreme Atromancer Creature (Breton) 10 3 3 4  Legendary Summon: Summon a Flame Atronach in each lane.
When you summon another creature, deal 2 damage to your opponent.

KillEdit

Normal
Quantity   Name Type (Subtype)         Ability
2   Daggers in the Dark Action 0 1  Common Equip a Steel Dagger to a random friendly creature in each lane.
3   Firebolt Action 1 1  Common Deal 2 damage to a creature.
2   Mournhold Traitor Creature (Dark Elf) 2 4 4 3  Epic Last Gasp: Your opponent summons a 2/1 Mournhold Guardian with Guard.
2   Thieves Guild Recruit Creature (Argonian) 2 1 2 1  Common Summon: Draw a card. If it costs 7 or more, reduce its cost by 1.
3   Brotherhood Slayer   Creature (Wood Elf) 3 3 3 1  Common Prophecy
Slay: Put a Completed Contract into your hand.
3   Giant Bat Creature (Beast) 3 2 2 1  Common Charge, Drain
2   Malefic Wreath Action 3 2  Rare Give a creature -2/-2.
2   Nimble Ally Creature (Wood Elf) 3 3 3 1  Common Summon: +1/+1 and Lethal if the top card of your deck is  .
1   Sanctuary Pet Creature (Spider) 3 2 2 1  Common Lethal
Summon: Shackle an enemy creature in this lane.
2   Swift Strike Action 3 2  Rare Give a creature an extra attack this turn.
2   Thievery Action 3 1  Common Deal 3 damage to your opponent and gain 3 health.
1   Deshaan Avenger Creature (Dark Elf) 4 3 3 2  Rare Last Gasp: Summon a 3/3 Deshaan Sneak.
3   Elusive Schemer Creature (Dark Elf) 4 3 1 2  Rare Summon: Draw a card.
Last Gasp: Shuffle a 0-cost Elusive Schemer into your deck.
2   Lightning Bolt   Action 4 1  Common Prophecy
Deal 4 damage.


Master
Quantity   Name Type (Subtype)         Ability
2   Brotherhood Assassin Creature (Dark Elf) 1 3 3 4  Legendary Lethal
Summon: Draw a card.
3   Firebolt Action 1 1  Common Deal 2 damage to a creature.
2   Voracious Spriggan Creature (Spriggan) 1 2 1 1  Common Drain
3   Daring Cutpurse   Creature (Khajiit) 2 2 2 1  Common Prophecy
Pilfer: +1/+1
2   Mournhold Traitor Creature (Dark Elf) 2 4 4 3  Epic Last Gasp: Your opponent summons a 2/1 Mournhold Guardian with Guard.
2   Shrieking Harpy   Creature (Harpy) 2 2 1 2  Rare Prophecy
Summon: Shackle an enemy creature.
2   Brotherhood Slayer   Creature (Wood Elf) 3 3 3 1  Common Prophecy
Slay: Put a Completed Contract into your hand.
2   Camlorn Hero Creature (Breton) 3 4 2 1  Common Summon: Deal 2 damage to your opponent.
2   Giant Bat Creature (Beast) 3 2 2 1  Common Charge, Drain
2   Thievery Action 3 1  Common Deal 3 damage to your opponent and gain 3 health.
3   Lightning Bolt   Action 4 1  Common Prophecy
Deal 4 damage.
1   Moonlight Werebat   Creature (Beast) 4 4 2 3  Epic Prophecy, Drain
2   Cliff Racer Creature (Reptile) 5 4 4 2  Rare Charge
2   Spear of Embers   Item 5 2  Rare Prophecy
+3/+3
Instead of equipping Spear of Embers, you may throw it at an enemy creature to deal 3 damage.

Strategy and Example DeckEdit

ConfideEdit

Strategy

The Sparring support slows down the game significantly, meaning that early aggression is not easy with smaller creatures. The opponent's larger creatures do allow board control; later-game threats can become overwhelming if allowed to persist.

Notes
  • An aggro style may be difficult to pull off due to the halving of damage; however with rapid aggression and a powerful curve, one may be able to pull off an aggro deck.
  • A control style must be defensive in order to defeat the larger threats; removal is important in a control style—advice which is applicable to many control decks.
  • A midrange style will suffer from some of the opponent's later-game threats if not adequately prepared to deal with them.
Deck Exemplar
UESP's Deck
Quantity   Name Type (Subtype)         Ability Information
3   Execute Action 1 1  Common Destroy a creature with 2 power or less. This card can function as early removal, being able to easily deal with cards like Daggerfall Mage before its effect can be triggered, and eliminating small guards like Varanis Courier and Fighters Guild Recruit.
3   Solitude Stalwart Creature (Imperial) 1 2 2 1  Common A card with little in the way of notability; this card's stats are versatile for the cost and in early stages of the game can be used effectively to fight for board control.
3   Bruma Profiteer Creature (Imperial) 2 3 2 2  Rare When you summon another creature, you gain 1 health. A card with respectable stats, its main utility lies in its health-gaining ability, which can allow the game to last through the mid- and late-game turns wherein the opponent is able to push damage.
3   Wardcrafter Creature (Breton) 2 2 1 2  Rare Summon: Give a creature a Ward. An immensely useful card commonly seen in many control decks, Wardcrafter allows your creatures to survive trading or actions like Ice Storm, with a respectable body for its cost.
3   Arrow Storm Action 3 2  Rare Destroy all enemy creatures with 2 power or less in a lane. An early-game removal action allowing many early creatures to be removed from the board, this can be rather useful in early turns. In later turns, it can function as a more expensive Execute, serving as a three-cost action to remove the opponent's guards like the aforementioned Varanis Courier and Fighters Guild Recruit.
3   Grisly Gourmet Creature (Nord) 3 2 1 2  Rare Summon: Transform an enemy creature with 2 power or less into a Sweet Roll. A card to deny Daggerfall Mage's ward-break effect and Varanis Courier's last gasp effect, this card serves as Execute with the benefit of a body and Sweetroll's ability to heal your creatures to lend them additional survivability.
3   Thieves Guild Shadowfoot Creature (Khajiit) 3 2 2 2  Rare Summon: Steal the top card of the opponent's deck and replace it with a Counterfeit Trinket. A card that can deny value to your opponent while gaining value for oneself, this card allows a pre-emptive removal of the opponent's cards. It has a reasonable potential to steal cards which could prove important; and its body, though small, is able to trade.
3   Dres Renegade Creature (Dark Elf) 4 4 4 2  Rare Guard
Other friendly creatures are immune to Shackle.
A respectable guard for its cost, it can prevent damage from reaching face or guard creatures against the opponent's, its real value lies in its ability—it can allow cards to be unshackled after Arrest or Shrieking Harpy.
3   Elusive Schemer Creature (Dark Elf) 4 3 1 2  Rare Summon: Draw a card.
Last Gasp: Shuffle a 0-cost Elusive Schemer into your deck.
This card serves as card draw; its last gasp ability allows more creatures on board without emptying hand. Card draw is immensely useful in many control games, and this card is extremely useful for Intelligence decks.
3   Hive Defender Creature (Kwama) 4 3 6 2  Rare Guard The classic high-health guard, Hive Defender's high health can't be removed by many creatures on the first attack—a fact which, when combined with its respectable three power, allows it to not only slow down the opponent's assault and protect creatures, but to also remove and weaken the opponent's board. Hive Defender is a staple in many defensive decks due to this, and this one is no exception.
3   Lightning Bolt   Action 4 1  Common Prophecy
Deal 4 damage.
As an extremely common card in Intelligence decks of all stripes, Lightning Bolt is reasonably well-known. With the ability to deal damage anywhere, including creatures on both sides of the board and face, the prophecy ability becomes extremely useful. Its main utility in this deck is to serve as removal; four damage can kill many creatures.
3   Writ of Execution Action 4 1  Common Choose an enemy creature. At the start of your turn, destroy it and put a Completed Contract into your hand. A card that can be rather slow, its ability allows for both the removal of a creature and the ability to use a Completed Contract to ramp into early removal. This card is adequate removal, and can be effectively used in this match.
3   Piercing Javelin   Action 5 1  Common Prophecy
Destroy a creature.
A five-cost removal action, its popularity is derived from its prophecy—this card can be crippling from runes, as well as being perfectly sufficient removal in and of itself.
3   Ice Storm Action 6 3  Epic Deal 3 damage to all creatures. The classic Intelligence board clear, Ice Storm can be used to remove a large amount of small creatures, and is perfect to play after a Nest of Vipers or Supreme Atromancer, allowing one to easily remove opponent's creatures in one fell swoop.
3   Arrest Action 7 2  Rare Steal an enemy creature. It loses Guard, and is permanently Shackled. A card with perhaps more utility in Master mode than Normal, this card allows for the removal of threats like Indoril Archmage, whose last gasp can then be used by its new owner; Eclipse Baroness, to whom the same applies; Wispmother, whose ongoing effect is not to be misunderestimated; or other cards with Last Gasp abilities.
3   Spirit Knife Action 7 1  Common Deal 7 damage to a creature. Draw a card. This card is, in effect, a removal action with seven damage exceeding the health of all of the opponent's creatures, it also draws a card afterwards meaning that it doesn't deny its wielder value.
1   Ancano Creature (High Elf) 8 5 5 4  Legendary Breakthrough
Summon: Deal 5 damage.
Your actions have Breakthrough.
An extremely easy-to-obtain Legendary, with a copy being available in the Ancano's Cunning theme deck, Ancano's summon ability can serve as removal in conjunction with its respectable stats. Its ability can force you to deal facial damage with cards like Lightning Bolt and Spirit Knife, but the value of its body and summon far outweigh any potential shortcomings.
1   Odahviing Creature (Dragon) 12 10 10 4  Legendary Summon: Deal 4 damage to all enemy creatures. An extremely potent board clear, it can save one after a Nest of Vipers or Supreme Atromancer. As a legendary, it can be difficult to obtain, and as a unique it could stand to be replaced without too much impact.

KillEdit

Strategy

The To The Death support speeds up the game significantly, meaning that early aggression is significantly more powerful with smaller creatures. The opponent's drain creatures allow large damage to be pushed while also healing dramatically, and what would be considered survivable damage like Lightning Bolt could be considered a serious threat. However, if the initial control is weathered and one is allowed to stabilize, then little damage will be pushed by the opponent.

Notes
  • An aggro style is easiest to pull off; however the opponent does have enough control tools to catch one off-guard and remove threats. This, however, does prevent large damage being pushed to face.
  • A slower style will result in a quick defeat.
  • Using prophecies can be greatly beneficial when the speed of damage pushed to face is considered.
Deck Exemplar


UESP's Deck
Quantity   Name Type (Subtype)         Ability Information
3   Cheydinhal Sapper Creature (Imperial) 1 1 3 1  Common Drain An inexpensive creature with Drain, its high health and low cost can allow it to survive trades with low-health enemy creatures. When played in conjunction with the To the Death condition, it can heal you for more dramatic amounts when attacking face.
3   Execute Action 1 1  Common Destroy a creature with 2 power or less. An inexpensive removal action, Execute can remove some of the opponent's lower-power creatures such as Daring Cutpurse before they are allowed to develop into threats.
3   Sharpshooter Scout   Creature (Wood Elf) 1 1 1 1  Common Prophecy
Summon: Deal 1 damage.
An inexpensive prophecy, Sharpshooter Scout's summon ability can even out trades against the opponent, or outright kill creatures. If necessary, it also has the ability to push damage to face.
3   Circle Initiate   Creature (Nord) 2 2 2 1  Common Prophecy
Beast Form: +2/+1
An inexpensive prophecy, its real utility lies in its beast form. When changed into its werewolf form, it has very good stats for trading and can deal eight damage to face. In addition, the opponent will prioritize the removal of this creature, meaning that cards such as Lightning Bolt won't become an instant eight damage to one's own face.
3   Graystone Ravager   Creature (Orc) 2 4 1 1  Common Prophecy An inexpensive prophecy, Graystone Ravager can trade with creatures at almost any point on the opponent's curve. Its ability to deal eight damage to face will force the opponent to spend removal on it, preventing actions like Lightning Bolt from winning the game for the opponent.
3   Priest of the Moons   Creature (Khajiit) 2 2 2 1  Common Prophecy
Summon: You gain 2 health.
An inexpensive prophecy, its summon ability can assist in surviving the opponent's onslaught. Its main utility lies in the ability to play it during the opponent's turn to trade with a creature on yours, if one is lucky enough to play it off a rune.
3   Vivec City Pilgrim Creature (Nord) 2 2 2 1  Common Drain
Exalt 3:
+2/+2
A creature useful in the early- and mid-game, Vivec City Pilgrim can heal for large amounts due to its Drain, which can be considered in conjunction with To the Death. Its exalt ability allows one to choose the best time to play it, and because of its Drain then the opponent will attempt to remove it.
3    Crusader's Assault Action 3 2  Rare Give a creature +2/+0, Breakthrough and "Slay and Pilfer: Draw a card" this turn. Crusader's Assault can provide additional draw power later in the game or simply serve to bolster creatures' power for trading or to increase the effectivity of Drain.
3   Grisly Gourmet Creature (Nord) 3 2 1 2  Rare Summon: Transform an enemy creature with 2 power or less into a Sweet Roll. A card to deny Daggerfall Mage's ward-break effect and Varanis Courier's last gasp effect, this card serves as Execute with the benefit of a body and Sweetroll's ability to heal your creatures to lend them additional survivability.
3   Khuul Lawkeeper Creature (Dark Elf) 3 1 6 2  Rare Guard, Rally A guard with health higher than nearly all of the opponent's creatures' attack, Khuul Lawkeeper can be played to vastly decelerate the game. If it is allowed to survive, then its Rally can allow other creatures far more utility as the game progresses.
3   Morkul Gatekeeper   Creature (Orc) 3 2 2 1  Common Prophecy, Guard
Summon: Give a creature +2/+0.
Morkul Gatekeeper's utility lies in its ability to increase other creatures' power; its flexibility allows drain creatures to heal for more; for trades to be more even; and simply to end the game faster. Its prophecy means it can be played to disrupt the opponent's turn; this is one of the reasons for this card's popularity in aggro decks.
3   Riverhold Escort Creature (Khajiit) 3 1 6 2  Rare Guard
Pilfer: Move.
A guard with a higher health than most of the opponent's creatures' power, it can dramatically decelerate the game by prevent damage from going to face. Its Pilfer means that it can defend either lane even after being played.
3   Candlehearth Brawler Creature (Nord) 4 2 5 2  Rare Charge, Guard A guard with a higher health than most of the opponent's creatures' power, its main utility lies in its Charge. This allows for efficient trading in conjunction with defending the board to prevent face damage, or simply to push damage to the opponent's face later in the game.
3   Hive Defender Creature (Kwama) 4 3 6 2  Rare Guard The classic high-health guard, Hive Defender's high health can't be removed by many creatures on the first attack—a fact which, when combined with its respectable three power, allows it to not only slow down the opponent's assault and protect creatures, but to also remove and weaken the opponent's board. Hive Defender is a staple in many decks due to this, and this one is no exception.
3   Moonmoth Castellan Creature (Imperial) 4 4 3 1  Common Guard
Plot:
Put a random Guard into your hand.
Moonmoth Castellan's stats can block most of the opponent's creatures. However, its value is seen in its Plot, which places another guard into one's hand. This allows for more defensive cards to be played, and can refill the hand if cards are running dry.
1    Tyr   Creature (Nord) 4 5 4 4  Legendary Prophecy, Breakthrough, Guard Simply back-breaking as a prophecy, Tyr also has utility when played naturally. Tyr can block most of the opponent's creatures, and qualifies to be removed. Additionally, Tyr's breakthrough can help end the match later in the game. As a legendary, it may be hard to obtain; though, of course, a copy can be earned from the Interlude. However, as a unique legendary, Tyr's absence from the deck could go unnoticed.
3   Piercing Javelin   Action 5 1  Common Prophecy
Destroy a creature.
A five-cost removal action, its popularity is derived from its prophecy—this card can be crippling from runes, as well as being perfectly sufficient removal in and of itself.
1   Odahviing Creature (Dragon) 12 10 10 4  Legendary Summon: Deal 4 damage to all enemy creatures. An extremely potent board clear, it can be a touch expensive in this match. Its main utility is seen later in the game; where it can be used to clear off the last remnants of the opponent's board and then deal 20 damage to face. As a legendary, it can be difficult to obtain, and as a unique it could stand to be replaced without too much impact.


Prev: Cloudy Dregs Inn Up: The Fall of the Dark Brotherhood Next: Order of the Hour Barracks or Temple of Akatosh