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Way of the Bow and Arrow is all about my favorite ability in sorcery - ranged. This deck is all focused on securing your borders and pinging with your minions without having to trade them out. Force your opponent to come to you and deal with their minions from safety.
Because of the way that range works you can snipe other minions from safety or use your ability on the same location to kill without being struck back. It's at its strongest when you have a plethora of archers across the realm and at its weakest while you are waiting for summoning sickness to wear off. One issue with the current set of ranged cards is that they are high cost for low damage output and slower play so they will struggle against aggro play if you aren't ahead on minion summoning. For this reason I recommend this deck as a fun deck rather than a compy deck.
To win, we make the terrain hazardous, summon our archers in safety and snipe all enemies. We can combo attack for stronger threats and also have the option to pull the opposing avatar into the danger zone for massive damage. Cards like crawler and congregation cn safely attack our opponents' sites for early pressure. And we can put archers on a horse to replicate the abilities of Skirmishers of Mu.
Muligan targets are at least one earth and air and minion heavy to get established quickly. It's best to prioritise mana as most ranged cards cost one more mana than their power level and they have to wait out summoning sickness.
There are tons of fun combos in this deck. Add a posionous dagger to any archer for a lethal arrow machine. Give it to sling pixies and you can suppress most stuff. Park a pudge butcher in the back row to drag opponent avatar through wall of brambles/briar patch to you. Or just put pudge butcher on a horse for a terrifying ranged lock down. Swap in a flaming sword to make fire bomb arrows, make the most out of Skirmishers ability to perform a ranged strike from any point along their path or put any archer on a horse for exactly the same net effect. Bailey's stop most things from getting to you and if the borders get swamped by enemies you can rotate them through your bramble walls with whirlwind. Site wise, vantage hills gives us long range snipers and copse lets us shoot out without being shot in. Towns make things cheaper and Dark Alley/treetop provide some much needed stealth whilst summoning sickness wears off. Check the maybeboard for other exciting swaps and cool plays.
For this collection I included a couple of minions off sites to boost card advantage and experimented with an erstaz platz engine to make the deck more responsive. It works pretty well but I did find it to be expensive overall and is an area that could use some improvement.