Magic Archer
“ Not quite a Wizard, nor an Archer – he shoots a magic arrow that passes through and damages all enemies in its path. It’s not a trick, it’s magic!”
The Magic Archer is unlocked from Arena 5 (Spell Valley). The Magic Archer shoots arrows from afar at air and ground targets that are able to piece their target and damage the units behind them.
Best Strategies for using Magic Archer
The Magic Archer is a high skill card that requires that you take advantage of his long-range, area damage, and piercing ability. If you don’t use these attributes, the Magic Archer is just a weaker Musketeer that dies to a Fireball. This makes it crucial to take advantage of his abilities.
The Magic Archer excels at taking down swarms from afar, hitting multiple units with his piercing attack, and sneaking in tower damage. On defense, you should focus on protecting the Magic Archer from other, higher damaging ranged cards. Also, try to place him away from your tower to avoid having your tower being hit by a likely Fireball. Fireball is the main counter that keeps the Magic Archer in check. Some decks use this to their advantage by having cards that can punish your opponent by using their Fireball in a sub-optimal situation. Fireball Bait decks like these typically feature 3 Musketeers.
When facing a Magic Archer user, you can play a cheap card or a Mini-Tank to alter his firing angle, preventing your opponent from hitting multiple troops of yours. Your opponent can also use his long-range to snipe the tower while his other units distract, so have a card ready for his long-range attack.
Best Decks for Magic Archer
The Magic Archer fits well into decks that need Fireball Bait or a long-range support card.
Deck #1
Deck #2
Matchups
The Magic Archer, when not used in Fireball Bait, struggles against Fireball and Poison.
Replacements
Formidable replacements include other ranged units like the Musketeer, Wizard, Executioner, Princess and Dart Goblin.