Introduction
A great deck I found on youtube. This deck is F2P, because it only has 1 legendary (miner) and absolutely no epics. Also, it has a lot of spell baiting potential.
Deck Information[]
- Deck Created by: Magicasquirrel
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 13
- Arena Required: Miner's Mine (Wrong?)
- Average Elixir Cost: 4.3 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Three Musketeers: Your main win condition. Always split your musketeers.
- Elixir Collector: The elixir collector is an interesting card: you spend elixir when you don't need it, so that when you need it, you will have plenty. by the sugestions from the video and from my personal experience, placing elixir collectors durning double elixir is actually a good thing. Oh, and it can also bait out a heavy spell.
- Battle Ram: Your second win condition. can protect your musketeers from lightning, and the barbarians will keep tanking even after the ram itself is destroyed.
- Ice Golem: A great mini tank. His death damage + zap can kill goblins and minions (basicly, it's like ice spirit + zap, except it's small-risk high-reward (the ice spirit will sometimes leave 1-2 minions alive))
- Goblin Gang: A great defence. They cannot be killed by an equal level zap, the spear goblins can strike air and they can also be great on offence.
- Minion Horde: Your main saviors from P.E.K.K.A.s and Mega knights. Can be great on offence.
- Miner: Your third win condition. This is an Anti-princess and Anti-elixir collector troop. you can also send him so that he chips away at an annoying wizard, or to distract an executioner from your push.
- Zap: Infernos, swarms and charging troops are no problem because of zap. you can also use it to retarget a troop or a tower if, for example, you messed up your miner timing.
Strategy[]
- The golden rule of elixir collectors: Do not place your elixir collector unless you have 9-10 elixir. If you place an elixir collector when you have only 6-7 elixir, you'll not have any elixir for defence, and any attack from your opponent will probably take your tower.
- If you do not have an elixir collector in your first 5 cards, and your opponent isn't doing anything, you can split your musketeers to see what he has, and probably deal some minor/major damage.
- The three musketeers are a mind game: always split your musketeers. your opponent will almost always try to kill the 2 musketeers, so support the 1 musketeer with a battle ram (and ice golem), and support your 2 musketeers (if they're alive) with a miner (or ice golem if you didn't put him after the battle ram). both pushes are really dangerous, and your opponent will usually not be able to defend both lanes without damage.
- if your opponent attacked you, and you defended with minion horde, you can counter push him by placing a miner, ice golem or battle ram. If they only have zap, or only the log, you will probably take at least half of their tower.
- Ice golem + zap is your anti-goblin/minion synergy for offence.
- always keep placing down elixir collectors. In this deck, elixir is EVERYTHING. (just don't forget about the golden rule of elixir collectors)
- if your opponent places a golem or P.E.K.K.A. behind their tower, push the other lane agresivly. You have a very high chance of dealing massive damage, and even if you don't, you will keep your opponents elixir low (and probably bait out the troops they wanted to place behind their tank)
- you can split your musketeers so that 2 musketeers will attack the golem, and theother one will walk away. this way, you can defend AND attack your opponent. this will either damage/take down their tower for the cost of getting your tower damaged/taken down, or vice versa, your opponent may try to completely defend your push, thus he won't have any elixir or troops to support his tank.
- you can place 3 musketeers on one side ONLY if you know your opponent can't punish you for doing so. only place three musketeers on one side if your opponent doesn't have any of the following: medium-heavy spells or spell synergies (poison, rocket, fireball + zap etc. (exclusions: lightning, lone fireball)), skeleton army (although you can kill it with zap), giant skeleton, P.E.K.K.A. or mega knight.