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Legends:No-Rat Camp

< Legends: Story / Isle of Madness
 
Help Cyriel escape from a giant camp.
Episode: The Shivering Isles
Opponent Name: Nervous Giant
Opponent Class: StrengthEndurance Warrior
Lanes: Field/Shadow
Starting Health: 30
Special Conditions: Opponent starts with 60 health; Opponent starts with Skeever Phobia in play; Start with 1/1 Skeever in each lane; Start with Skeever Infestation in hand.
Story Characters: Cyriel
Previous Quest: New Sheoth Palace
Concurrent Quest: A Man Divided, Notehollow
Reward: Playset of: Nervous Giant
 
No-Rat Camp
The Nervous Giant

No-Rat CampEdit

No-Rat Camp is a location in the Shivering Isles in the eponymous episode of the Isle of Madness story. It is unlocked upon visiting the New Sheoth Palace. In order to gain access to Sheogorath, Talym must amuse the Daedric Prince of Madness. Upon selecting the match, the warning "The Giant takes extra damage from skeevers." is displayed.

DialogueEdit

Pre-match
Cyriel: "Help! Help! Hey, mister, please, I need to get out of here!"
Talym: "Well, look who it is. Still have my purse, thief?"
Cyriel: "You're not still mad about that are you? Of course you're not. Look, I'll give it back if you just help me okay? I was robbing this giant camp when these boulders fell and trapped my leg. Please, the giant could be back any minute!"
Talym: "What kind of giant?"
Cyriel: "The big kind! Weird one, too. They say he's afraid of rats. Probably why he calls this 'No-Rat Camp' come to think of it."
Nervous Giant: "(Roars.) I smell elves in my camp! Prepare to die, elves!"
After the match
Talym: "All right, he's running off. You're safe now, thief. Thief? Oh for the love of Vehk, she's run off! Great..."
Talym: "(Sigh.) Well, on the bright side, I'm sure Sheogorath found this highly amusing."

Game SettingsEdit

NormalEdit

Ai starts with 60 health.
Ai starts with a Skeever Phobia on board.
Player starts with a Skeever in each lane.
Put a Nervous Giant in ai hand after game start.
Put a Skeever Infestation in player hand after game start.

MasterEdit

In addition to Normal settings, ai starts with 3 Max Magicka and 80 health.

Opponent DecklistEdit

Normal
Quantity   Name Type (Subtype)         Ability
2   Covenant Marauder Creature (Orc) 1 2 1 2  Rare +2/+0 while you have no cards in hand.
1   Intimidate Action 1 2  Rare Enemy creatures lose Guard.
1   Scuttler Creature (Reptile) 1 1 2 1  Common
1   Fharun Defender   Creature (Orc) 2 1 4 1  Common Prophecy, Guard
1   Ornery Kagouti Creature (Beast) 2 3 2 1  Common Breakthrough
1   Squish the Wimpy Action 2 2  Rare A friendly creature Battles an enemy creature.
2   Cast Out   Action 3 2  Rare Prophecy
Unsummon a creature.
2   Stone Throw Action 3 1  Common Destroy an enemy creature if you have a creature with higher power.
2   Tree Minder Creature (Argonian) 3 1 1 1  Common Guard
Summon: Gain +1 max magicka.
3   Unrelenting Force Action 3 1  Common Shout
Level 1: Unsummon an enemy creature with power 3 or less.
Level 2: Unsummon an enemy creature.
Level 3: Unsummon all enemy creatures in a lane.
3   Nervous Giant Creature (Giant) 4 6 5 2  Rare If Nervous Giant takes exactly 1 damage, destroy him.
2   Stampeding Mammoth Creature (Mammoth) 5 4 6 3  Epic Breakthrough
Stampeding Mammoth has +2/+0 for each other friendly creature with Breakthrough.
2   Stoutheart Giant Creature (Giant) 5 6 4 1  Common
1   Cradlecrush Giant Creature (Giant) 6 6 4 2  Rare Summon: Deal 2 damage to all other creatures in this lane.
2   Mountain Tyrant Creature (Giant) 6 6 6 2  Rare Guard
2   Stonehill Mammoth Creature (Mammoth) 6 5 7 1  Common Summon: Draw a card if you have two other   creatures.
1   Frost Giant Creature (Giant) 8 10 10 4  Legendary Regenerate
When a creature heals, you gain that much health.
1   Reclusive Giant Creature (Giant) 8 8 8 4  Legendary Breakthrough
Master
Quantity   Name Type (Subtype)         Ability
1   Scuttler Creature (Reptile) 1 1 2 1  Common
1   Fharun Defender   Creature (Orc) 2 1 4 1  Common Prophecy, Guard
3   Ornery Kagouti Creature (Beast) 2 3 2 1  Common Breakthrough
2   Squish the Wimpy Action 2 2  Rare A friendly creature Battles an enemy creature.
1   Berserker of the Pale Creature (Nord) 3 4 2 1  Common When you summon another creature with 5 power or more, give it +1/+1 and Breakthrough.
2   Cast Out   Action 3 2  Rare Prophecy
Unsummon a creature.
2   Morkul Gatekeeper   Creature (Orc) 3 2 2 1  Common Prophecy, Guard
Summon: Give a creature +2/+0.
2   Stone Throw Action 3 1  Common Destroy an enemy creature if you have a creature with higher power.
2   Tree Minder Creature (Argonian) 3 1 1 1  Common Guard
Summon: Gain +1 max magicka.
3   Young Mammoth Creature (Mammoth) 3 4 4 2  Rare Breakthrough
1   Drive Mad Action 4 1  Common A creature Battles itself.
3   Nervous Giant Creature (Giant) 4 6 5 2  Rare If Nervous Giant takes exactly 1 damage, destroy him.
1   Stampeding Mammoth Creature (Mammoth) 5 4 6 3  Epic Breakthrough
Stampeding Mammoth has +2/+0 for each other friendly creature with Breakthrough.
2   Stoutheart Giant Creature (Giant) 5 6 4 1  Common
2   Cradlecrush Giant Creature (Giant) 6 6 4 2  Rare Summon: Deal 2 damage to all other creatures in this lane.
2   Mountain Tyrant Creature (Giant) 6 6 6 2  Rare Guard
1   Belligerent Giant Creature (Giant) 7 7 4 3  Epic Breakthrough
Summon: Unsummon a creature in this lane, or destroy an enemy support.
1   Frost Giant Creature (Giant) 8 10 10 4  Legendary Regenerate
When a creature heals, you gain that much health.
1   Unstoppable Rage Action 8 3  Epic A friendly creature deals damage equal to its power to all other creatures in its lane.
2   Vigilant Giant Creature (Giant) 8 8 8 4  Legendary Breakthrough, Guard
Summon: Draw a card.


Prev: New Sheoth Palace Up: Isle of Madness
Conc: A Man Divided, Notehollow
Next: None