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Introduction
This deck is a bridge spam deck that is extremely easy to use. These cards are all very level-independent, meaning that even if underleved, they will still perform adequately. This deck helped me get through Arenas 11-14, and I will teach you my experience with this deck. I know there are many variations of the classic EG Healer deck, but this is my personal spin on it.
Deck Information[]
- Deck created by: IotaSillies
- Minimum recommended King Level: 9
- Maximum recommended King Level: 14
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 3.6 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Elixir Golem: Elixir Golem is your main win condition and can also be used to punish opponents. Elixir Golem is an extremely versatile card that can be used to also kite opponents, serving as a makeshift mini-tank. For a price of 3 elixir, you can completely take down a crown tower, but beware, as killing the Elixir Golem will reward your enemy with 4 elixir, that they can use to counterpush.
- Battle Healer: Battle Healer is an extremely valuable card that is vital in Elixir Golem decks. It synergizes extremely well with Elixir Golem, and can also act as a defensive card. When starting an Elixir Golem push, always, always, make sure you have Battle Healer following, otherwise a unsupported Elixir Golem would just be giving your opponent free elixir.
- Elite Barbarians: Elite Barbarians is an extremely versatile defensive card, being able to defend and counterpush. Supported with rage, Elite Barbarians can completely take down a crown tower and significantly damage the king tower.
- Electro Dragon: Electro Dragon is the main support card in an Egolem Healer push. It is used to retarget push destroyers such as the Mini Pekka or Valkyrie onto cards capable of attacking such as your Battle Healer, and also capable of resetting cards such as the Inferno Tower or Inferno Dragon which can severly cripple your push. Electro Dragon will be your main air support card and will take care of swarms and low health units, and it's chain attack is capable of crossing over to the crown tower, damaging that as well.
- Inferno Dragon: Inferno Dragon is a secondary defensive card mainly used to kill tanks such as the Royal Giant and Mega Knight. Normally these kinds of pushes will be accompanied by swarms to distract your Inferno Dragon, so make sure you have Arrows or the Log on hand. Inferno Dragon is also able to counterattack and can be a secondary win condition, if it connects to the tower, it can be deadly.
- The Log: The Log is a versatile small spell which can take care of swarms coming your way. A Skeleton Army deployed to punish? No problem, just Log it. Log can also be used to clear out swarms for your push in the case Electro Dragon is unable to or has been killed. Log can also chip the tower, which is useful in very close games
- Rage: Rage is an essential when playing Ebarbs, as well as supporting your Egolem push. It allows units to run and attack much faster, increasing massively their deadliness.
- Arrows: Arrows are a versatile counter to swarms and low-health units. As this deck relies heavily on units very vulnerable to swarms, it is useful to have two swarm-killing spells on hand.
Strategy[]
- At the beginning of the match, wait until you have gathered 10 Elixir. Then, start your push with an Egolem and slowly build up behind him. Battle Healer should always be behind the Egolem, and your Edrag should be far behind, as he is very fragile and vital to your push, it is important to protect him. If an enemy deploys a card like Ebarbs or Bandit right away, defend with whatever you have on hand, if it messes up your push, you can defend until you are able to reform it.
- Protect your Egolem and Edrag at all costs. They are your primary damage dealers to the tower and if even one gets eliminated early, such as the Edragon, it can severly mess up your push.
- Make smart decisions. Just because this deck is low-skill does not mean that you will win every time with minimal effort. Don't play Ebarbs at the bridge if you know they have a counter in hand for example, and don't use your rage unless you know your cards will connect to the tower.
- Don't waste your spells. As log and arrows are your only two damaging spells, which are also small spells, they should be used wisely. Don't use them together; your enemy will simply be able to deploy a swarm or goblin barrel and get a chunk of damage off.








