Mireheart
Witches and archers of the mire. Mireheart starts with Archery and an Archer, and its hero, the Swamp Witch (a witch of the marshes who throws poison), poisons enemies from two tiles away.

Play style
Hit from range, poison, and step back. Mireheart wins fights it never lets the enemy reach.
Starting unit: Archer
Archer: 3 stars, 10 HP, attack 2, defence 1, 3 damage, moves 1, range 2.
Hero: Swamp Witch
The Swamp Witch is a witch of the marshes who throws poison. Poisons what it hits: 2 damage a turn for 2 turns.
12 HP, attack 3, defence 1, 4 damage, moves 1, range 2. A city recruits the hero for free when it reaches level 5, and again at level 10.
Mireheart strategy
- Archers have range 2 and deal 3 damage. Melee enemies can't hit back from two tiles away, so attack from range and step back.
- Put Warriors in front of your Archers (Archers have only 1 defence). Organized Warfare is a cheap tier 1 tech that adds sturdier Defenders.
- Wetland gives defenders a small bonus (x1.1), so fight from your home ground, and from hills when you can.
- The Swamp Witch poisons from range 2 (2 damage a turn for 2 turns). Poison a unit, then finish it with Archers.
More tips in the strategy guide.
Other tribes
Bogforge · Canopy Hunters · Deeproot Wardens · Frostguard · Ironfrost · Saltforge Mariners · Steppe Riders · Sunfield Knights · Tideborn