Deck List

deck-list-699 Deck
3 Rapid Shot
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]Rapid Shot[/card]
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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agility
Archer deck
Control
50 cards
1 Rapid Shot 3

Rapid Shot

1 Sharpshooter Scout 3

Sharpshooter Scout

2 Fighters Guild Recruit 3

Fighters Guild Recruit

2 Finish Off 3

Finish Off

2 Murkwater Witch 3

Murkwater Witch

2 Snake tooth Necklace 3

Snake tooth Necklace

2 Thieves Guild Recruit 3

Thieves Guild Recruit

3 Giant Bat 2

Giant Bat

3 Skaven Pyromancer 3

Skaven Pyromancer

3 Swift Strike 2

Swift Strike

4 Earthbone Spinner 2

Earthbone Spinner

4 Moonlight Werebat 3

Moonlight Werebat

5 Blood Dragon 3

Blood Dragon

5 Cliff Racer 3

Cliff Racer

5 Leaflurker 3

Leaflurker

6 Allena Benoch 1

Allena Benoch

7 Belligerent Giant 2

Belligerent Giant

7 Wrothgar Forge 2

Wrothgar Forge

8 Tazkad the Packmaster 1

Tazkad the Packmaster

8 Volendrung 1

Volendrung

10 Dremora Markynaz 1

Dremora Markynaz

See also  Deck List

61575917

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By: soorock
View other Decks by soorock
Posted: 3 weeks ago, edited 3 weeks ago
Crafting Cost: 15300crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.

+4

Hey guys, I’d like to share a little spin on this deck, that I previously made. I didn’t edit the the first one cause although the decks may look similar at first glance, changes to the list in my opinion were drastic enough to justify posting it separetely. I’m with this deck, but I was already at high legend before playing it so It won’t be fair calling it a top 15 deck although I’m confident you can climb high with it atm. Take notice that it will probably lose a lot of power next season, since the new looks pretty strong to me and I predict a lot more decks will be running support removal.

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.

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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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See also  Deck List

2 Comments

TooFilthy 2 weeks ago
With recent increase of artifact/support removal due to hist grove. Do you still think this deck is viable?

1 Reply
soorock 2 weeks ago
It certainly is still fun, but I can’t argue with the fact that it became a lot weaker. I’d stick with the original list, I’m still #1 with it at the moment.

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