Editing Moria Archer Troop (2U67)

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And what this minion lacks in strength, it makes up for in vitality. Many of the more popular Moria orcs have a vitality of 1, making them susceptible to manuever and free peoples' archery wounding. The Moria Archer Troop can provide a shield for some of these minions, giving them a chance to survive to the skirmish phase. Another compelling use for this vitality is to arm the Moria Archer Troop with a {{Card|Moria Axe}}. This powerful weapon is enough to transform the Troop into a proper threat during the skirmish phase, capable of reaching a strength of 14.  
And what this minion lacks in strength, it makes up for in vitality. Many of the more popular Moria orcs have a vitality of 1, making them susceptible to manuever and free peoples' archery wounding. The Moria Archer Troop can provide a shield for some of these minions, giving them a chance to survive to the skirmish phase. Another compelling use for this vitality is to arm the Moria Archer Troop with a {{Card|Moria Axe}}. This powerful weapon is enough to transform the Troop into a proper threat during the skirmish phase, capable of reaching a strength of 14.  


It is still true that the twilight cost can be prohibitive for this character, especially at the earlier sites, and especially against choke strategies. Using sites such as the {{Card|Great Chasm}} and {{Card|Dimrill Dale}} can make a big difference, and the {{C|Moria}} culture has plenty of options to generate extra twilight. But then again, the Moria archers all have an uncharacteristically high twilight cost--{{Card|Goblin Bowman}}, {{Card|Goblin Marksman}}, {{Card|Archer Commander}}, and most egregiously of all, the {{Card|Goblin Archer}} (who probably isn't worth including in your deck). To help your hand run efficiently, consider using support cards which can fly out of your hand at no cost--{{Card|Goblin Armory}} and {{Card|Goblin Scimitar}} would be especially helpful in this kind of a deckbuild.
It is still true that the twilight cost can be prohibitive for this character, especially at the earlier sites, and especially against choke strategies. Using sites such as the {{Card|Great Chasm}} and {{Card|Dimrill Dale}} can make a big difference, and the {{c|Moria}} culture has plenty of options to generate extra twilight. But then again, the Moria archers all have an uncharacteristically high twilight cost--{{Card|Goblin Bowman}}, {{Card|Goblin Marksman}}, {{Card|Archer Commander}}, and most egregiously of all, the {{Card|Goblin Archer}} (who probably isn't worth including in your deck). To help your hand run efficiently, consider using support cards which can fly out of your hand at no cost--{{Card|Goblin Armory}} and {{Card|Goblin Scimitar}} would be especially helpful in this kind of a deckbuild.


So, to our first question: is this card bad? No. Just, building a Shadow side around it is kinda complicated. But fun...
So, to our first question: is this card bad? No. Just, building a Shadow side around it is kinda complicated. But fun...
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== Weak Against==
== Weak Against==


* Naturally, archery reduction cards like {{Card|2R105}} and {{Card|Shield of Boromir}} can make many arrows fall harmlessly into the chasm...
* Naturally, archery reduction cards like {{Card|Mithril Coat}} and {{Card|Shield of Boromir}} can make many arrows fall harmlessly into the chasm...


== Deckbuilding Strategy ==
== Deckbuilding Strategy ==
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