Company of Archers (4R61): Difference between revisions

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* [[Sauron Grind]]: {{Card|Orc Bowmen}} is generally more impactful to remove than {{Card|Under the Watching Eye}}, due to its higher cost and the fact that UTWE has already had its effect for this turn, but they're both high-priority targets to discard. If {{Card|Dead Marshes}} is in play and could be used to replay two conditions, it's a better target, but that requires both awareness of what's in your opponent's [[discard pile]] and for your opponent to have made a mistake by not using it already.
* [[Sauron Grind]]: {{Card|Orc Bowmen}} is generally more impactful to remove than {{Card|Under the Watching Eye}}, due to its higher cost and the fact that UTWE has already had its effect for this turn, but they're both high-priority targets to discard. If {{Card|Dead Marshes}} is in play and could be used to replay two conditions, it's a better target, but that requires both awareness of what's in your opponent's [[discard pile]] and for your opponent to have made a mistake by not using it already.
* [[Sauron Initiative]]: {{Card|Tower of Barad-dur}} or {{Card|Some Secret Art of Flame}} (the latter is rarely played) are more important than cards that benefit from having initiative like {{Card|Flames Within}}, although obviously the latter is a fine target if you need to get rid of it to survive this turn.
* [[Sauron Initiative]]: {{Card|Tower of Barad-dur}} or {{Card|Some Secret Art of Flame}} (the latter is rarely played) are more important than cards that benefit from having initiative like {{Card|Flames Within}}, although obviously the latter is a fine target if you need to get rid of it to survive this turn.
* {{C|Sauron}} [[corruption]] and [[discard]]: {{Card|Desperate Defense of the Ring}} is the usual target. {{Card|Thin and Stretched}} is generally weaker, as it only triggers once per turn even against [[fierce]] minions or on a [[double move]]. In Movie Block, this deck often uses minions that trigger from [[initiative]], so {{Card|Tower of Barad-dur}} may also be a good target under those circumstances. (Tower of Barad-dûr is generally not worth getting rid of just to prevent the discard unless you think you are going to run out of cards in your deck.) {{Card|The Irresistable Shadow}} is almost never worth discarding unless you are about to lose to it right now.
* {{C|Sauron}} [[corruption]] and [[discard]]: {{Card|Desperate Defense of the Ring}} is the usual target. {{Card|Thin and Stretched}} is generally weaker, as it only triggers once per turn even against [[fierce]] minions or on a [[double move]]. In Movie Block, this deck often uses minions that trigger from [[initiative]], so {{Card|Tower of Barad-dur}} may also be a good target under those circumstances. (Tower of Barad-dûr is generally not worth getting rid of just to prevent the discard unless you think you are going to run out of cards in your deck.) {{Card|The Irresistible Shadow}} is almost never worth discarding unless you are about to lose to it right now.
* General {{C|Sauron}}: There are lots of random conditions in this culture that offer conditional or one-shot strength bonuses, especially in Movie Block. These include {{Card|Orc Banner}}, {{Card|Fires Raged Unchecked}}, {{Card|Flames Within}}, and {{Card|Rank and File}}. Focus on whatever's going to help you survive this turn's skirmishes. These generally aren't a high-priority target unless you need to pick one off in order to get through this turn's skirmishes. Happily, except for Flames Within, most of the decks that run these conditions do not run many other important conditions.
* General {{C|Sauron}}: There are lots of random conditions in this culture that offer conditional or one-shot strength bonuses, especially in Movie Block. These include {{Card|Orc Banner}}, {{Card|Fires Raged Unchecked}}, {{Card|Flames Within}}, and {{Card|Rank and File}}. Focus on whatever's going to help you survive this turn's skirmishes. These generally aren't a high-priority target unless you need to pick one off in order to get through this turn's skirmishes. Happily, except for Flames Within, most of the decks that run these conditions do not run many other important conditions.



Revision as of 12:48, 13 March 2022

Blades Drawn (4U60)
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Elven Bow (4U62)

Company of Archers (4R61) is a Elven Event from the The Two Towers set.


Collection Info
Title Company of Archers
Unique No
Collectible Yes
Set 4 - The Two Towers
Rarity R - Rare
Card Number 61
Language EN - English
Revision 0
Gameplay Info
Playable Yes
Culture Elven
Side Free Peoples
Card Type Event
Twilight Cost 1
Game Text Archery: Spot 2 Elf companions to discard a condition.
Lore The Naith Company, a veteran band from the South of Lórien, concentrated fire on the Uruk machines.
Translations
DE - German
Card Name Eine Abteilung Bogenschützen
Game Text FernKampf Entdecke 2 Elbengefährten, um einen Effekt abzulegen.
Lore Die Kompanie aus Naith, ein erfahrener Haufen aus dem Süden Lóriens, konzentrierte ihr Feuer auf die Kriegsmaschinen der Uruks.
ES - Spanish
Card Name Compañía De Arqueros
Game Text Arquería: Avista 2 compañeros Elfos para descartar una condición.
Lore La compañía de Naith, una veterana banda del sur de Lórien, concentró su fuego en las máquinas Uruk.
FR - French
Card Name Compagnie d'Archers
Game Text Archerie : Désignez 2 compagnons Elfes pour défausser une situation.
Lore La Compagnie de Naith, un groupe expérimenté du sud de la Lórien, concentra son tir sur les machines Ourouks.
IT - Italian
Card Name Compagnia di Arcieri
Game Text Arcieri: Avvista 2 compagni Elfi per scartare una condizione.
Lore La Compagnia del Naith, una banda di veterani proveniente dal sud di Lórien, concentrò il proprio fuoco sui macchinari Uruk.


Technical Info
Wiki Base Card ID LOTR-EN04S061.0
TLHH ID LOTR04061
GEMP ID 4_61
LOTRO Hex ID 6D 93 D0 03
LOTRO Image ID 04_061


Strategy

Company of Archers is a long-time staple of Towers Standard, King Standard, and Movie Block Elven decks to remove annoying Shadow conditions. Almost every Shadow side has some sort of nasty condition you'd rather not deal with. All you need is enough elf companions to meet the spot requirements. It's easy to just have two elves in your starting Fellowship, especially in Movie Block where Galadriel, Bearer of Wisdom (9R+14) is available.

Bear in mind that this card can't protect you from Shadow conditions that do all their work in the Shadow Phase or Maneuver Phase on the turn where they're played, like Greed (1R125) , Constantly Threatening (4R6) , Small Hope (7R159) , Under Foot (10C52) , or Evil-smelling Fens (5U22) .

The only real deckbuilding consideration with this card whether you'd rather use this or one of the other Elven condition removal cards. Secret Sentinels (2R20) is stronger and its cost is negligible, since the most popular elf allies heal themselves. Secret Sentinels is generally a better choice if you're using elf allies, even if you have enough elf companions to spot. Vilya (3R27) is reusable but does not permanently remove conditions. Galadriel, Lady Redeemed (10R11) can turn any Elven event into condition removal, so Company of Archers only useful in that deck if you think Galadriel is likely to get killed. After Movie Block, Secret Sentinels is rarely played. While it's better than Seclusion (12U23) unless you only have one elf companion to spot, it's worse than Lothlórien Guides (17U9) and Namárië (17U10) .

Learning to use Company of Archers well relies on learning the key cards of your opponent's Shadow side. Notable targets in Towers Standard or Movie Block:

Strengths and Weaknesses

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