Introduction
A Three Musketeer deck with the Royal Hogs, who can serve as another win condition, and a lightning rod for the Three Musketeers.
Deck Information[]
- Deck Created by: Miscalcified
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 13
- Arena Required: Electro Valley (Wrong?)
- Average Elixir Cost: 3.9 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Royal Hogs: Win Condition and Lightning Rod/Tank for Three Musketeers.
- The Log: Useful spell for Princess, Goblin Barrel, etc.
- Skeletons: Cycle card that can be used in many, many ways, like distracting troops.
- Fireball: This spell is used to counter the opponent's Three Musketeers, Elixir Collectors, Minion Hordes, and other cards that Fireball can counter.
- Three Musketeers: Second win condition
- Ice Golem: Cycle card that is good for kiting units and for tanking.
- Valkyrie: Good for taking out support units that are hiding behind tanks.
- Hunter: Used for taking out tanks.
Strategy[]
- Almost always plant Three Musketeers in the back and split them. You usually want to support the lone Musketeer, as your opponent will have to deal with the two Musketeers
- A good idea is to split the Royal Hogs with the Three Musketeers, so both lanes are being threatened.
- When versing a Giant deck, you can place the Hunter in front of the Giant for maximum damage, and either the Valkyrie or Ice Golem to tank the Giant's support troops which might be the Wizard or Musketeer.
- Skeletons can take out tons of lone troops, and be a second kite card if you don't have your Ice Golem.
- Splitting the Royal Hogs at the river to tank for the split Three Musketeers can be a very powerful push, especially if you have your Fireball or Log in your hand just in case the opponent reacts with troops or buildings you can Fireball/Log.