Introduction
This is a superb deck used in those who know how to play fast and troll the heck outta people. It literally counters everything. See a PEKKA? Push on the other lane, which will 9/10 times force them to use their Electro Wizard. This allows you to use Inferno Dragon to demolish that PEKKA with little worries. Other strategies are pretty straight forward, except to remember to COUNTERPUSH when the time is right! Counterpushing is your best friend in this deck!
Deck Information[]
- Deck Created by: @YaRed
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 11
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 3 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Dark Prince: Your main splasher/win condition; pair him up with a lumberjack and/or Miner in order to deal mad damage to the tower at a semi-low elixir cost. What's more, his shield abilities allow him to venture through the map without worrying much about Lightnings (the main counter to this deck), and even destroy the Sparky!
- Miner: Miner is meta. It will always be meta. It's the best legendary IMO, as it can be used as both a surprise tank and as an emergency knight in dire situations.
- Lumberjack: Aside from Miner, it's one of the most OP legendaries on this list. Need a great attacker? Lumberjack. Need a Rage spell to wreck that tower? Lumberjack. Need to defend your side AND get the Rage effect to your tower? LUMBERJACK BABY.
- Royal Ghost: Introducing the new meta: (drum solo please) ROYAL GHOST! For three elixir, let's see what we'll get under curtain number 1: SPLASH DAMAGE! That's not all, how about curtain number 2? What!?! 200+ damage?? You still think that's it? What about curtain number 3, the INCREDIBLE 1100+ HP TANKINESS!! Which curtain will you choose? What!? All three?? HOLY CRAP THAT'S WICKED! (No wonder it got nerfed)
- Inferno Dragon: PEKKAS and Golems have nightmares of this card; it's the best tank killer. Beware, though, that it is very easy to counter, so make sure you use up all of your opponent's Electro Wizards and/or Zaps before deploying him.
- Ice Wizard: The troll aspect of this deck; you can literally stop most pushes with this three-elixir card. Pair him up a fast troop like Lumberjack (as he has an incredibly low DPS) to demolish those sluggers, such as Mega Knight or Hunter. To sum him up: best for defense, worst for offense.
- Fire Spirit: The best support card in terms of elixir advantages; one of the best ways to show this is to use them against Minion Horde or even Triple Muskets to demolish those strong but fragile troops. Make sure, though, that the Fire Spirits aren't targeted too quickly or their paper-thin bodies will die faster than your opponent can say "Good game!"
- Zap: It's Zap; I think we all know how to use this baby.
Strategy and Tips[]
- Put the Ice Wizard ALWAYS in the back. He's a supporter; NOT an attacker.
- Be weary of your Miner placements. Here's how I like to remember it: twice is same, third your shame. This basically means you MUST switch your Miner placements on your third Miner, as you don't want your tank's position to be predictable. I know this may seem like common knowledge to skilled Miner users, but it's crucial to this deck that relies on a strong tank.
- Don't be afraid of large pushes. Actually, scratch that; if you don't rid of that E-Wiz in time, you might as well turn off your phone and wait 15 seconds before returning.
- NEVER use your Inferno Dragon preemptively, as they can easily counter it or just put their tank on the other lane.
- Your zap should be prepared for those Goblin Gangs and Skeletons, but they're also extremely helpful to reset the opponent's tower to target your Miner, just in case you deployed it a little late.
Conclusion[]
Thanks for reading.