Introduction
This is a medium-phased deck which will help you push trophies over the mid-3k range.
Deck Information[]
- Deck Created by: xXEmeralDudeXx
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 12
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 3.9 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Mega Knight: This is your win condition. Really good in taking out support units and defending. If it isn't double elixir yet, I do not recommend to use this card offensively because it will be much more valuable to do a counterpush, knowing that your opponent would probably have a small amount of elixir.
- Skeletons: This pile of bones is really good in this deck for cycling, stopping small tanks (if you don't have Tesla in rotation) and for supporting a small push.
- Ice Wizard: He will help you in many situations, both offensively in defensively, for example defending against a Balloon and protecting the Lumberjack from distracting troops.
- Electro Dragon: This card is extremely important considering it costs just one more elixir than an Electro Wizard and it defends air and Sparky pushes better because of the larger splash.
- Executioner: Really good at killing swarmies and most support troops so this fits well in the deck.
- Lumberjack: This is your alternative win condition. Can be used for both defense and offense, the death effect combined with the Mega Knight can be lethal. This can also be used to finish off a tower or as a tank killer.
- Tesla: This is your most important defense card. It is cheap and can shut down many Golem, Giant and even P.E.K.K.A. if used correctly.
- Zap: Obviously, this card is used to take out swarmies. But this can also be used to take out a low-health troop and uncharge a Prince.
- Strategy
Early game: Try to make some positive elixir trades todo some lumberjack pushes and hopefully take out a tower. Play the mega knight only if there are threatening medium-health units.
Double Elixir: Start focusing on making a push. Let your opponent push first, then defend it with a mega knight and/or an Electro Dragon, then counterpush. If you notice your opponent is using a zap bait deck, counter the bait with a splash unit.
Sudden Death: Try to do as much damage as you can, even zapping the tower can give you an advantage. If you expect that the match will end with a tiebreaker and your tower has more health that the opponent, defend with all your might, but if not, try to trick your opponent into defending the wrong lane, for example you put a mega knight at the river in a lane with a full health tower but in the other you put a lumberjack and an ice wizard and the opponent will have not much elixir left.
- Combos
Mega knight + any support unit or a Lumberjack Lumberjack + Executioner Electro Dragon + Lumberjack/Mega Knight + Executioner Tesla + Skeletons Lumberjack + Ice Wizard + Zap
- Card Replacements
Mega Knight = P.E.K.K.A, Giant Skeleton Skeletons = Ice Spirit, Heal Spirit Ice Wizard = Wizard Elecrtro Dragon = Electro Wizard Executoner = Hunter, Bowler Lumberjack = Knight, Night Witch Tesla = Cannon Zap = Arrows, The Log