I'm gonna think-rant like I did in Gimli's topic.
Goblin Archer is a card from set one, meaning it introduced the concept of
archers to the game. That being said, I think the card should mess with
archers and nothing more. So, from a deckbuilding standpoint, what is the problem with this card?
1- It costs too much;
2- It's effect is not good enough for the cost.
So, WHY are those things a problem?
1- Because most
minions tend to cost a lot less for better effects (however, BECAUSE of this, cost shouldn't be a problem, given a good enough effect);
2- Most
archer decks do not care for being slaughtered AFTER they are tallied for the Shadow archery total.
What are
archers deckbuilding problems?
1- The deck is entirely dependent on
Brown Lands to work in Fellowship Block, and not very good outside the block where it does not exist;
2- Direct wounding makes the strategy suck (even in Fellowship Block, with TWO powerful
Greenleaf effects).
3- The deck needs to deal A LOT of wounds, and it tends to not work on its own.
So, how do you address this issues?
Seems pretty simple:
Goblin Archer (V) Minion • Goblin
Strength: 5
Vitality: 3
Site: 4
Archer.For each other
archer you can spot, the Shadow archery total is +1.
You make him a walking
Brown Lands, so he demands wounding be directed at him, letting the rest through, or he makes things wild. Might prove too powerful, but at that cost, I highly doubt there will be more than 1 down at any given time. Still, recursion might prove annoying, so he might warrant a "may not be played from the discard pile" clause. Or:
Goblin Archer (V) Minion • Goblin
Strength: 5
Vitality: 3
Site: 4
Archer.When you play this minion, you may spot an opponent's site to replace it with your site of the same number.
archers cannot take wounds, except during the skirmish phase.
You force Brownlands and, outside Fellowship block, prevent some damage to force arrows through. If this proves too powerful, you can make wound-prevention a response action.