Introduction
This is a good deck, you just have to know how to use it. While it may have no buildings, it can still be extremely powerful at both defending, and offending. It does require good prediction skills, though.
Deck Information[]
- Deck Created by: Hee hee hee haw
- Minimum Recommended King Level: 10
- Maximum Recommended King Level: 14
- Arena Required: Electro Valley (Wrong?)
- Average Elixir Cost: 3.4 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Mini P.E.K.K.A.: Taking out tanks, busting buildings like Canons, and maybe, landing a hit on the tower. Pair it with Valkyrie or Bomber to wipe out swarms like Skeleton army.
- Goblin Barrel: We all know how to use this card, place it on a tower when you know your opponents elixir is low, or if they don't have an area damage card in cycle to overwhelm them. Be careful, though. A bad play with this card can cost you the entire game.
- Valkyrie: Used to take out swarms, act has a mini-tank, and also kill some tanks as well. She is a good support unit, and is incredible on defense. She can solo a Mega Knight (If the levels are equal), solo a Mini P.E.K.K.A, and pretty much take out almost ANY ground troop.
- The Log: Take out Goblin Barrel, Skeleton Army, Goblin Gang, and even the Musketeer if time right. This card is a good defensive spell, but, this is where the "prediction" part I mentioned earlier comes in. If you're able to predict a Goblin Gang, or a Skeleton army by placing the log before your opponent places their card, you can get some SERIOUS value out of that. You're opponent will be so stunned, they'll probably use the "Well Done!" emote. Use this card wisley
- Fireball: Musketeer is your average air-killer, she takes out all the dragons, Mega Minion, Flying Machine, almost anything as long as she gets help from a princess tower. Mainly use her on defense, and maybe, throw her in a push to kill those pesky Wizards.
- Inferno Dragon: Air swarm killer, get pesky Minion Hordes, blast away Inferno Dragons, evaporate Magic Archer and Mother Witch. This card is great for taking out swarms, and is also great for getting that finishing blow on the tower. Very satisfying indeed. You can also predict Mother Witches, and Magic Archers and save your push from being turned into pigs, or being evaporated by an arrow.
- Musketeer: The moving inferno tower, this card is definitely for defense, but, you can throw it in a push, too. It can take out Giants, Royal Giants, Electro Giants, Giant Skeletons, but not Giant Snowballs, unfortunately. If it locks on to the tower at full health, or the tower is trying to kill something else, that tower is gone, disappeared. When defending a Mega Knight, place a Bomber far, but not too far to the point where he jumps. This is so the Inferno Dragon has time to increase it's damage to take out the Mega Knight
- Bomber: This is one of your best defensive cards. It can be used for distracting, attacking, defending, it can even take out solo mini-tanks with the help of a crown tower. It can also be used to cycle, as well. Use this with an Inferno Dragon, as Skeleton Army seems to be a common counter to Inferno Dragon.
Strategy[]
Single Elixir:
- Never, absolutely NEVER play first. As tempting as it may be if you have your Goblin Barrel in your starting hand. The only first move you SHOULD make, is to maybe cycle your bomber. Wait until the rest of the round if you have too. Just never play first.
- Once your opponent plays first, you should defend whatever they played. If they pushed, strategically defend this push with Fireball, Valkyrie, etc. Once this push is (hopefully) defeated, you should know some of the cards they have, use this to your advantage.
- If they run logbait, don't fret. This is why you have Fireball, Valkyrie, and Bomber.
- If you know they are low on elixir, use a goblin barrel. They will most likely panic, and send a random spell after the goblins deal a lot of damage. This will lower their elixir even more. Punish them with a simple push. Don't make it a big push, just a small one. Like Mini P.E.K.K.A, and Valkyrie.
- If they make a push that's all clumped up together, use Fireball, or The Log. This will deal significant damage to the push, making it so that a quick Valkyrie should top them off.
- If they play a heavy push, like Mega Knight + P.E.K.K.A, don't panic. An Inferno Dragon, Mini P.E.K.K.A, and a Bomber should kill this push. Use Bomber to distract P.E.K.K.A, And place Inferno dragon on P.E.K.K.A. Use Mini P.E.K.K.A to cripple/kill Mega Knight, and the Inferno Dragon should take out whatever is left. This defense will cost you a whopping 10 elixir, so make sure you're stacked up on it.
- Try to get your opponent to over commit building up a push. Make them waste elixir on a push that can be countered with a simple Log. This mistake is made by most players who use a series of cards to overwhelm an enemy. Like Skeleton Army + Clone + Mirror is an example of this.
- Never send out a card alone unless it's Goblin barrel.
- If your opponent makes a 7+ elixir investment in the back, punish with Goblin Barrel on opposite side.
Double Elixir:
- This is the part where you start pushing. You want to use a Mini P.E.K.K.A in the push. Pushes like Valkyrie, Mini P.E.K.K.A , Bomber, and Fireball is a standard push that can deal a lot of damage.
- If you are in the lead, then keep on pressuring and defending properly.
- NEVER clump up your troops, this will make enemy spell value go through the ROOF.
Triple Elixir:
- You will most likely get only 1 crown. You will almost never make it to 3x elixir. But if you do, just keep playing properly. The opponent will most definitely try to overwhelm you. Don't give in.
Upgrade Priority:[]
1.Goblin barrel: This is your win condition. Top priority.
2. Mini P.E.K.K.A: This is the only tank killer you have. Upgrade it.
3. Musketeer: This deck would crumble to air if she wasn't here. We don't want her to die from fire ball, now?
4. Valkyrie: Since she is a mini-tank, she should be getting upgraded averagely. She is pretty important in defense, and we need her to have as much health as possible.
5. Fireball: You wanna get those minion hordes, and magic archers, and mother witches, and, most importantly, value. So, it's probably a good idea to upgrade it
6. Bomber: He's really only used for distracting, but, still, get that level up for the defense.
7. Inferno Dragon: A level 9 Inferno Dragon will kill a level 14 giant. But more damage will make it easier to kill things.
8. The Log: Just make sure it kills goblins.
Conclusion[]
This deck is mainly for defending, and overwhelming your enemy with Goblin Barrels. Thanks for reading!