Archer
| Faction: | Fantasy |
|---|---|
| Race: | Human |
| Feature: |
Stats
| Attack: | 40 |
|---|---|
| Range: | 4 |
| Defense: | 20 |
| Movement: | 6 |
| Health: | 1 |
Basics
The Archer will align herself as far as possible from the line of battle while ensuring her arrow finds its mark.
Card Matchups
Tactics
The Archer will align herself as far as possible from the line of battle while ensuring her arrow finds its mark.
History
During the Great War, while the men went off to battle, the women waged a more guerrilla style of warfare. Small bands hid away in the forests armed with nothing more than bows and arrows, and Managed to turn the tide of many a sortie. The forests were no longer a safe haven for the Monstren; a band of Kobolds wandering through the forests could easily find themselves sprouting a forest of arrow shafts.
Strategies
The Archer is an excellent support Minion but difficult to solely build a deck around. She has keen aim and a decent Attack rating, but her biggest advantage is her Range and low play cost. A Summon Archer card costs only 2 Mana to play, making her the cheapest Ranged Minion available. Her combined Movement and Range stats allow her to strike from up to 8 tiles away, making her almost as fast to hit as the Kobold but with significantly better Attack and Defense ratings.
The Archer's Range and her Tactical strategies let her use terrain to her advantage. She tries to get as far away from her target as possible. In doing so, she will often place herself behind rivers and other impassable terrain, limiting avenues of Attack against her. She also has Cards which allow her use her Range and numbers to the Master's advantage. Focused Bolts commands all your Archers to Attack the strongest Enemy available. This can be used to focus on a tough Enemy, such as a Troll. The Archers mid-Range Attacks will keep the Troll from using his sweep Attack, and he will likely only be able to Attack one or two of your Archers at a time. Minions who have their Tactics changed can always be reset to their base Behavior using the Rescind Orders card.
For the Master who wants to pick one of his Archers and create a super Archer, there are a number of cards that can be stacked to do so! Keen Sight will permanently increase a single Archer's Range by 1. This Card has a low deck cost and many can be included in your deck. In addition, the Keen Sight card can stack--so you can give one Archer multiple Keen Sight cards to give her ever longer Range.
If you do want to create a super Archer, Extra Life cards are very important. The Archer has a middle-of-the-road Defense rating and she can be taken out fairly easily. Those additional Health points will help ensure your Cards and Mana are well invested.
The final Card in the super Archer trifecta is Flaming Arrow. Flaming Arrow gives a single Archer two Attacks in the next round, and each one of those Attacks has a +20 bonus attached to it! All of a sudden your Archer has two shots and each falls somewhere between the Attack of Knight and a Sorceress.

