StAg Smuggler Psuedo-Budget Legend Deck
3 Sharpshooter Scout
3 Fighters Guild Recruit
3 Finish Off
2 Murkwater Witch
3 Thieves Guild Recruit
3 Dune Smuggler
1 House Kinsman
3 Murkwater Savage
3 Nimble Ally
3 Skaven Pyromancer
3 Varanis Courier
3 Deshaan Avenger
1 Moonlight Werebat
1 Territorial Viper
2 Vicious Dreugh
2 Soulrest Marshal
1 Quin’rawl Burglar
2 Triumphant Jarl
1 Belligerent Giant
2 Chaurus Reaper
StAg Smuggler Psuedo-Budget Legend Deck
3 [card]Sharpshooter Scout[/card]
3 [card]Fighters Guild Recruit[/card]
3 [card]Finish Off[/card]
2 [card]Murkwater Witch[/card]
3 [card]Thieves Guild Recruit[/card]
3 [card]Dune Smuggler[/card]
1 [card]House Kinsman[/card]
3 [card]Murkwater Savage[/card]
3 [card]Nimble Ally[/card]
3 [card]Skaven Pyromancer[/card]
3 [card]Varanis Courier[/card]
3 [card]Deshaan Avenger[/card]
1 [card]Moonlight Werebat[/card]
1 [card]Territorial Viper[/card]
2 [card]Vicious Dreugh[/card]
2 [card]Soulrest Marshal[/card]
1 [card]Quin’rawl Burglar[/card]
2 [card]Triumphant Jarl[/card]
1 [card]Belligerent Giant[/card]
2 [card]Chaurus Reaper[/card]
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There are a few flexible spots in the lists depending on your own individual card pool availability. The biggest thing with this list is that I think Agility right now is extremely powerful. I’ve paired it with Strength here but some of the raw value inherent in these cards can pair really well with nearly any color. So even if you want to toy around with a different color pairing I’ll try to outline the main Agility cards and combinations that have generally won me games.
Your mulligan decisions can make or break you. Never keep anything that costs more than 4. You want to put pressure on the board or answer your fast opponent and having finishers or tech cards in your opener are just not conducive to a winning strategy. The money cards generally are these guys.
Nearly any combination of these 4 cards can add up to a lot of pressure or survivability for you in the early turns.
This going to be short and sweet. Don’t suck. Make sure you’re not frivolously using up your ping damage unless you know you’re going all out aggro and be aware of laning. Generally I’ve found starting pressure in the non-shadow lane then putting the weaker pingers in the shadow can be a way to subtly build up chip damage so that you can ensure Soulrest Marshal and Triumphant Jarl triggers.
Though this card is strong it isn’t always the best value play. I’ve maintained it at 1 simply because it can be played on curve and is potentially worth 6 damage which is huge when you see that you can just ram dudes down their throat.
This is just in to pad the Prophecies and is honestly a meta call slot. If you find that you’re playing a ton of mid-range style mirrors then this can can get you a bit of life gain, trade reasonably well and could buy you an additional draw step or turn to swing for lethal. Also Jarl/Soulrest are pretty good and this t4 helps make those more reliable.
This could be anything you like as long as it’s proactive and can reasonably trade, even a Giant Bat if you’re trimming cost.
Cut it if your not encounter Token or Support Shenanigans. I keep it though in the corner chance that I need it and it can be a blow out play on t4 when you’ve established board and want to punish them for relaying on their Elixir for a 6 drop on their t5.
These are filler finishers. Use whatever you like to close out the game, Heck, these could even be another Chaurus Reaper or Leaflurker. I would definitely try and choose answer me now types of threats for the top end. I did occasionally find myself just letting my opponent tucker themselves out in the early game, then just dropped Jarls, Soulrests, Moonlight or Deshaans and waiting until I could OTK or kill them over two turns.
Best of luck out there on the ladder! Feel free to leave suggestions in the comments and upvote for visibility for others who are interested in a scary psuedo-budget friendly Archer list!
-TrueHarej (Legend #370)
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