Budget Deck Series – Mid-Range Archer
3 Rapid Shot
3 Sharpshooter Scout
3 Fighters Guild Recruit
3 Finish Off
3 Thieves Guild Recruit
3 Blacksap Protector
3 Giant Bat
3 Greenheart Knight
3 Nimble Ally
1 Skaven Pyromancer
1 Valenwood Huntsman
3 An-Xileel Invader
1 Bog Lurcher
1 Deshaan Avenger
1 Moonlight Werebat
1 Cliff Racer
1 Grahtwood Ambusher
1 Soulrest Marshal
3 Highland Lurcher
1 Quin’rawl Burglar
1 Triumphant Jarl
3 Chaurus Reaper
Budget Deck Series – Mid-Range Archer
3 [card]Rapid Shot[/card]
3 [card]Sharpshooter Scout[/card]
3 [card]Fighters Guild Recruit[/card]
3 [card]Finish Off[/card]
3 [card]Thieves Guild Recruit[/card]
3 [card]Blacksap Protector[/card]
3 [card]Giant Bat[/card]
3 [card]Greenheart Knight[/card]
3 [card]Nimble Ally[/card]
1 [card]Skaven Pyromancer[/card]
1 [card]Valenwood Huntsman[/card]
3 [card]An-Xileel Invader[/card]
1 [card]Bog Lurcher[/card]
1 [card]Deshaan Avenger[/card]
1 [card]Moonlight Werebat[/card]
1 [card]Cliff Racer[/card]
1 [card]Grahtwood Ambusher[/card]
1 [card]Soulrest Marshal[/card]
3 [card]Highland Lurcher[/card]
1 [card]Quin’rawl Burglar[/card]
1 [card]Triumphant Jarl[/card]
3 [card]Chaurus Reaper[/card]
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One of the top decks since Legends entered open beta has been Mid-Range Archer. This deck relies on creating favourable trades with strong early and midgame creatures as well as cheap removal, along with a bit of card draw, to create a strong board presence that your opponent is unable to deal with. I will explain some of the card choices that I have made as well as some of the strongest cards and synergies in the deck.
Rapid Shot/Thieve’s Guild Recruit – The card draw of this deck, these cards are used to help generate card advantage over your opponent.
Rapid Shot/Arrow in the Knee – These cards can be used for early game removal or to wound opponent’s creatures.
Sharpshooter Scout/Grahtwood Ambusher/Skaven Pyromancer/Valenwood Huntsman/Chaurus Reaper – These cards are all used to wound your opponent’s creatures.
Finish Off/Leaflurker – If your opponents plays a big threat that your board can’t handle, these cards combined with any of the cards mentioned above are
an excellent way of dealing with them.
Giant Bat/Moonlight Werebat/Quin’Rawl Burglar – The inclusion of a number of drain cards helps stall the game and keep your health higher than your opponents if you run into an aggro deck, as well as helping keep you in the game if you are unable to finish the game early against a control deck. Quin’rawl Burglar gets a special mention, as it can be an extremely strong game finisher if left unchecked. If your opponents does not have any hard removal when you play it, this card can quickly spiral out of control.
Blacksap Protector/Nimble Ally/Deshaan Avenger – All of these cards are great value for their magicka cost, which will help you make favourable trades against your opponent. Nimble Ally’s effect will activate most of the time, since 39/50 of the cards in the deck are Agility.
Bog Lurcher/An-Xileel Invader/Highland Lurcher – One of the problems that Mid-Range decks face is that they will often lack the finishing power to reduce their opponent’s health to zero if the game drags on too long. These cards help solve that problem by providing plenty of ammunition to finish off that last bit of health.
Improvements for the deck
Although Mid-Range Archer is renowned for being one of the cheapest competitive decks, being a true budget deck a fair amount of concessions still had to be made. Here is a list of some of the first cards you should aim to get to improve the strength of this deck.
Tazkad the Packmaster – This card is extremely strong in almost every deck that can run him. He has an immediate impact when played, can hit the opponent’s life even if they have a guard in the way, and even summons another creature when it is destroyed. Overall one of the best value cards in the game and an auto-include for all Agility decks.
Moonlight Werebat – One of the strongest cards in this deck, it can create a huge swing in health that can catch your opponent off guard, allowing you to set up some strong Soulrest Marshall and Triumphant Jarl plays.
Soulrest Marshall/Triumphant Jarl – The infamous combo is not quite as strong as it used to be after the Soulrest Marshall nerf, but you can still create some ridiculous tempo plays with Soulrest Marshall into Triumphant Jarl on turn 6 (or turn 5 going second), with two 4/4 bodies and two draws for 6 magicka.
Earthbone Spinner – Sometimes you won’t be able to deal with a creature with cards like Finish Off, whether they are unable to be targeted by actions or they are not a big enough threat to warrant using one of your Finish Off’s. Earthbone Spinner can silence creatures such as Mage Slayer of Nahagliiv which would otherwise be a headache, as well as wounding them in the process.
Leaflurker – Finish Off combined with a strong body, a very valuable card that will increase your options of dealing with your opponents strong creatures.
I hope that you have found this deck and guide useful, if you have any feedback please write a comment, stay tuned for more budget decks in the future!