Clash Royale Wiki
Clash Royale Wiki


MysteryCard
GolemCard
MiniPEKKACard
ZapCard
PoisonCard
BanditCard
InfernoDragonCard
MegaMinionCard
IceSpiritCard


Deck Information[]

Deck Created by: DieselFalcon
Minimum Recommended King Level: 1
Maximum Recommended King Level: 15
Arena Required: Rascal's Hideout (Wrong?)
Average Elixir Cost: 3.6 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Golem: Win Condition
Mini P.E.K.K.A.: Ground Tank killer
Zap: Light spell
Poison: Damage and support spell
Bandit: Punishing offensive card
Inferno Dragon: Air tank killer
Mega Minion: Air attacking card
Ice Spirit: Cycle and distraction card

Summary[]

Pros: The deck is very cheap for its play style, this means more pushes, and bigger pushes It has more than one possible (although unconventional) win condition. You have more than one tank killer, Mini P.E.K.K.A/Inferno Dragon When in doubt spell cycle them to death! (should’ve made that rhyme…) If you play it right, you can have 3 golems at a time during double elixir.

Cons: There aren’t many of these, but here are the few I know of If your zap is under-leveled, you need log, decreasing air defense Counter pushes can catch you off guard easily, don’t waste or just “throw down” troops Low air splash without poison/zap A lot of people will hate you if you use this deck

Cards and how to use them[]

Golem: This is your main win con, also the most expensive card you have coming in at 8 elixir. Little quote/excerpt from Trainer Lay / Radius’s Golem guide: “Pros often tell you things such as “don’t play Golem until Double Elixir,” and this can be true, with other Golem decks, but this isn’t just any other Golem deck. At 3.6 elixir Golem is perfectly viable to play as long as they’ve wasted 6 or more elixir defending or pushing. This eliminates the risk of an immediate counter rush with a card you can’t counter. You want to try and get 1-2 medium to large pushes throughout the game. The goal of your golem pushes is to only put 1-2 of your troops behind the golem at first, 1 ground and 1 air, that way ICE (in case of emergency) you can always defend a counter push. TL;DR – Same as all Golem decks, your win con, everything goes behind this card.

Mini P.E.K.K.A: This is by far one of my most favorite cards in the game. Coming in at 4 elixir and at tourney standard doing 598 dmg, it is a natural tank killer (plus it says “pancakes” when deployed). This is your ground defense, only use offensively if going for the 3 crown, or a desperate 1-2 crown. Counters Hogs, Musketeers, Ebarbs, Royal Giants, Giants, basically everything. Only downside to this card, and this goes for the rest of the cards except spells, it can’t deal with swarms. It needs a spells help. TL;DR- Main ground defense, not normally used in big pushes unless it’s a counter push

Inferno Dragon: *heavenly music plays* This is the key to your success. Without Inferno Dragon you’d have no chance of quickly taking out tanks, and no chance vs air tanks. Never start with this card. I don’t care if you must leak Elixir, if this is the only playable card you have then wait! You need this card in your hand as often as possible. Now, when using this card, whether it’s defending or attacking, pair Mega Minion or Mini P.E.K.K.A with it to help defend vs Ewiz that maybe supporting the opponents push. TL:DR- MP is important, but Inferno Dragon is more than important, never use him alone, never use him first.

Bandit: She’s your main offensive support. Coming in at whopping 3 Elixir and dealing 160 dmg(320 dash dmg), with 780 HP at lvl 1 or tourney standard, Bandit is perfect for placing behind a Golem and destroying towers with ease. She’s not only your best offensive support, she’s also a major defensive card in this deck. Her dash, and just general 160 DPS is perfect for killing small to medium HP cards. TL;DR- Used mainly for offense, but perfect for defending small troops

Mega Minion: Your main air defense, sure Inferno Dragon kills tanks, but Mega Minion kills everything else in the air (and ground but you know what I mean). When using on offense, try to have Zap or Poison in hand if your opponent has some swarming air troop. Mega Minion don’t do well vs swarms. All in all, just keep it alive in pushes and you’re golden. TL;DR- Main air defense, main air support on offense.

Ice Spirit: Cycle/Support, good on defense too but not by itself (obviously). Can be used for quick MP/Bandit pushes if you want to deal some damage without Golem

Poison: Chip damageeeeee! Can be replaced for Fireball for more immediate damage.

Zap: Can be replaced with Log, but you need the air defense, kills Goblin barrels, Goblin gangs, skarmies, etc


Tips: Play the way it works for you. This guide says multiple times that you can play it just like a Golem beatdown/Cycle deck, but find your comfort zone. Play how suits you. Don’t give up, this is a Golem deck, you can be down 2 towers and still comeback, never give up. Don’t be scared to start a push first, HELLLOOOOO 3.6 elixir deck. Letting a push die is an option, if you see it’s dead, don’t send in that 4 elixir Mini Pekka, or heaven forbid Inferno Dragon to try and kill something that’s already basically killed you. Set up to defend, or start a new push. Trading cards in the deck for something else is fine. Just keep inferno dragon. It’s almost necessary(if you don’t have it then Mega Minion and Minions)