Magic Archer hasn’t seemed so magical in a long time. However, thanks to his new Heroic variant, that’s no longer the case. The Heroic version of Magic Archer gives him much more versatility than before, allowing him to deal with enemies faster and survive longer. I’ll take a look at how to play the new Heroic Magic Archer, then we’ll look at three great decks featuring him!
How to Play Heroic Magic Archer
Heroic Ability – Triple Threat (1 Elixir): Summons a decoy while darting back and fires a triple shot on his next attack.
The Heroic ability for Magic Archer is pretty straightforward. When you activate it, he jumps backwards and fires a more powerful triple shot. The triple shot has more AOE and damage, so it’s pretty strong. It allows him to better defend against big threats, and the decoy he spawns when jumping back is also really helpful. It distracts threats long enough that he can do some more damage, which can be enough to keep him alive for a strong counterpush. This new, more powerful version of Magic Archer should be enough to push him into the meta in some unique decks.
Heroic Magic Archer fits best into the same kind of decks as the normal version. He’s still a support troop with strong ranged damage that primarily counters swarms and/or flying troops. Against something like Minion Horde or Lava Hound, he’s exactly what you want on your side of the arena. The ability to dodge backwards and spawn a decoy gives him some much-needed defense, but it doesn’t stop spells like Fireball from taking him out.
Hero Magic Archer & Barb Barrel + Evo Wall Breakers

Cards:
- Wall Breakers (Evo)
- Magic Archer (Hero)
- Barbarian Barrel (Hero)
- Bats
- Miner
- Fire Spirit
- Skeletons
- Bomb Tower
This deck is all about aggression. Wall Breakers are arguably the best win con for super aggressive decks. They’re cheap, have a powerful evolution, and demand a reaction. If an opponent just lets your Wall Breakers hit a tower every time, they won’t stand a chance. However, countering every Wall Breaker is extremely difficult, so some are bound to get through. The new Heroic Barbarian Barrel is a good spell to use in aggressive decks, so it’s no surprise to see it here. Since you can essentially cast the Barrel portion a second time with the heroic ability, it’s much easier to ensure swarms can’t get over the bridge.
Heroic Magic Archer is the primary defensive troop in this deck. Its high range and strong damage allow it to deal with most threats, as long as there’s something ahead to distract them for a while. Miner can be used for this purpose when necessary, otherwise he’s best for tanking for Wall Breakers or Magic Archer. Bomb Tower is obviously also great for defending, particularly against tanks and other building-targeting troops. Between spamming Miner + Wall Breaker combos and defending with Magic Archer, this deck has all the bases covered and is a lot of fun to play while doing so.
Evo Battle Ram & Royal Ghost + Hero Magic Archer

Cards:
- Battle Ram (Evo)
- Magic Archer (Hero)
- Royal Ghost (Evo)
- Ice Wizard
- Giant Skeleton
- Dark Prince
- Vines
- Barbarian Barrel
As someone who has always loved Giant Skeleton, I’m happy to see it showing up in the meta again. This deck really makes use of Giant Skeleton’s ability to defend big pushes thanks to his combination of high HP and his bomb damage. Magic Archer is a fantastic card to use to support a Giant Skeleton push, or to defend a Battle Ram on its way to a tower. This deck’s main gameplay cycle is to use Giant Skeleton to defend against whatever your opponent does, then use Battle Ram on the other side. Magic Archer can then defend whichever side needs its help the most. Royal Ghost comes in as the wild card evo for this deck since his counter-pushing ability is similar to Giant Skeleton’s, so the two synergize really well.
With this deck, most of your tower damage will come from Battle Ram. You just drop it on the bridge and let it charge forward and support it with Magic Archer where possible. Vines are also a great spell to protect Magic Archer, as it can hold back potential threats and damage them as well. Barbarian Barrel, on the other hand, is great for clearing swarm counters like Guards or Skeleton Army. Giant Skeleton is your second method to damage towers, and it’s by far the more explosive option. The Giant Skeleton itself doesn’t do a ton of damage by attacking, but when it dies, the death bomb does huge damage to towers, buildings, and troops. While its not the go-to win con, it’s certainly an option. Especially if you’re able to support him with Magic Archer and Ice Wizard. You can also use Dark Prince to help push across the bridge with the Giant Skeleton.
Evo Royal Hogs & Royal Ghost + Hero Magic Archer

Cards:
- Royal Hogs (Evo)
- Magic Archer (Hero)
- Royal Ghost (Evo)
- Barbarian Barrel
- Lightning
- Goblin Hut
- Skeletons
- Electro Spirit
This last deck is another one that’s all about being aggressive and setting a fast pace. Evolved Royal Hogs are the fastest win con in the game, as they fly over the river and go straight to their target at incredible speed. They’re the perfect win con if you’re hoping to win games fast and prevent slower decks from ever having a chance. The reason Magic Archer works well with them is that since the Hogs handle most of damage themselves, they need someone to defend for them back on the other side. Both the second evo and hero card are picked to be able to handle the defense themselves while the Hogs do all the attacking for them. Royal Ghost’s high DPS when evolved lets it handle high-HP troops, while Magic Archer has more than enough damage to deal with most flying troops.
Goblin Hut is extremely important in this deck as the only building and one of the main defensive cards. The Goblins from the Hut are great at distracting and fighting tanks, so it’s pretty strong against most decks. Lightning, on the other hand, is better for offense. It’s great at destroying potential Royal Hog counters like Wizard and enemy Magic Archers, so it’s a great tool to have. It’s not easy to win with Royal Hogs if your opponent has lots of AOE troops, and those are very prevalent in the current meta. Lightning helps deal with them easily.
I think most Magic Archer decks tend to be either very aggressive or somewhere in the middle. Perhaps its a side effect of being able to clear swarms so quickly. Either way, it’s nice to see it finally have a place in the meta after years of mediocrity.
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