Introduction
This deck is a more reliable version of the original 3.0 Cage cycle deck. The objective is to defend your opponent's pushes and counterpush with a Miner, resulting in at least a small amount of chip damage each counterattack. If your opponent overcommits on offense the Miner can easily punish them combined with left-over troops and possibly take a tower in one push. This deck is extremely free to play and you can gather all the cards you need in the first five arenas. This deck will reward smart players that use elixir conservatively and take their time, and can be used at any stage of the game. In fact, I have a separate account where I am climbing ladder only using this deck.
Deck Information[]
- Deck Created by: theGreatJash
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 14
- Arena Required: Electro Valley (Wrong?)
- Average Elixir Cost: 2.6 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Skeletons: Good cycle and distraction card. Easily the most flexible single elixir card out there and this card can get out of a lot of sticky situations and give you a positive elixir trade. You can use them as meat-shield for your musketeer, drag big troops to the center of your side to have both of your princess towers engage on them, or use them for some cheap damage. Use them to absorb Prince charges, distract PEKKAs and Mini PEKKAs, and chip away at Hog Riders while it's being distracted by a Goblin Cage.
- Fire Spirit: Good cycle card, and it also acts as a cheap splash card. Use it to kill Minions, Bats, any goblins, or just to cycle to another card while dealing a little bit of damage. If placed at the bridge and your opponent is of equal or lower level than the Fire Spirit, it will connect to their princess tower if ignored for free chip damage. Can fully counter a Goblin Barrel if placed properly, and can also be used to activate king tower in combination with Skeletons against something like a Mega Knight or a Bandit.
- Bats: Good cycle card with insane damage if not dealt with immediately. Most of the time you'll use these on defence and if your opponent doesn't have a response to them then you can use them in a Miner counterpush once they're done cleaning up whatever your opponent throws at you. They also provide strength in numbers and can be used in a push to absorb an Inferno Tower, or any other single target unit. The thing you have to know in a matchup is your opponent's counter to bats, like a small spell or a Wizard or something. If you fail to keep track of when their counter is in cycle than more often than not Bats won't be able to be used on offense.
- The Log: Good cycle card and your small spell. Use it to kill Princesses, Dart Goblins, Skeleton Armies, or any swarm that needs to be dealt with. If placed at the bridge it will also get a guaranteed 100 tower damage. Keep in mind if you are playing against Logbait you always want to save your Log for the Goblin Barrel.
- Goblin Cage: Your defensive building. Use it against any win conditions specially the Giant.
- Musketeer: Air defence. Good to counter Air troops like the Minions or Baby Dragon.
- Valkyrie: Witch counter. In Arena 3 and higher the Witch is very common.
- Miner: Win Condition. A bit more reliable than the Giant.
Strategy and Tips[]
- If the Musketeer is not available to defend Minions, the Fire Spirit can be used.
- Miner should be used to take little damage on the Princess Tower. If there is little HP remaining use The Log.
Conclusion[]
Thanks for reading.