High legend Drain control archer.
3 Sharpshooter Scout
3 Fighters Guild Recruit
3 Finish Off
3 Murkwater Witch
3 Snake tooth Necklace
3 Thieves Guild Recruit
2 Giant Bat
3 Skaven Pyromancer
2 Swift Strike
2 Earthbone Spinner
3 Moonlight Werebat
3 Blood Dragon
3 Cliff Racer
3 Leaflurker
1 Allena Benoch
2 Belligerent Giant
2 Wrothgar Forge
1 Tazkad the Packmaster
1 Volendrung
1 Dremora Markynaz
High legend Drain control archer.
3 [card]Sharpshooter Scout[/card]
3 [card]Fighters Guild Recruit[/card]
3 [card]Finish Off[/card]
3 [card]Murkwater Witch[/card]
3 [card]Snake tooth Necklace[/card]
3 [card]Thieves Guild Recruit[/card]
2 [card]Giant Bat[/card]
3 [card]Skaven Pyromancer[/card]
2 [card]Swift Strike[/card]
2 [card]Earthbone Spinner[/card]
3 [card]Moonlight Werebat[/card]
3 [card]Blood Dragon[/card]
3 [card]Cliff Racer[/card]
3 [card]Leaflurker[/card]
1 [card]Allena Benoch[/card]
2 [card]Belligerent Giant[/card]
2 [card]Wrothgar Forge[/card]
1 [card]Tazkad the Packmaster[/card]
1 [card]Volendrung[/card]
1 [card]Dremora Markynaz[/card]
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Archer deck
Control
0 | 6 | 15 | 7 | 5 | 9 | 1 | 7 |
As far as the early game is concerned the gameplan stays pretty much the same – hard mulligan for cheap pings and removal and try to take control of the board as early as possible. Prioritize your removal and don’t be afraid to take some damage to get the card advantage, you will most likely regain that life later on. Avoid giving your opponent cards at all costs unless you really need to heal and the only place you can drain from is his face.
Regarding playing the Fighters Guild Recruit on turn 2 – sometimes it’s better to pass the turn (if it’s your only option) in case your opponent haven’t played a creature and you don’t have a clear turn 3 yet. So when he plays a minion on turn 3 you can put a fighters guild recruit as a counterpart. Also I would advise against attacking with your 1 attack creatures early on (except when you can prevent a Marshall or a similar card from being played) so you can later hit the face with a Warebat without breaking a rune.
Although the the first iteration of the deck is pretty solid and I’m still playing both of them, I find this one to have less troubles taking back the initiative vs agressive decks earlier in the game, since the Dremora + necklace combo often cames too late, while the necklace + swift strike gives you the same ammount of healing at the much earlier stage of the game and can be a powerfull finisher later on.
This version also has less late game threats to improve the early game consistency and relies more on forges to generate threats. Try to avoid playing giant bats without a forge or a Volendrung set up. This however makes a scout mutch up even worse for this version because of the Shadowfen Priests and unless you can bait them out early or they don’t draw it in time you are in for some bad times.
Also when going second it makes sense to try saving 1 elixir for the flashy Dremora+swift strike finisher – not as reliable as 1 hit kill but sometimes it will work.
I’m currently testing out the version without an Ungolim but feel free to replace 1 finish off or necklace with him if you are a big fan of the card.
Hope you’ll have fun playing this deck and have a wonderful day!
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