Introduction
This deck is my version of log bait. With an exceptionally fast cycle of 3.0 average elixir cost, it excels at baiting out and outcycling your opponents Goblin Barrel counters. It's defense is rock solid, as it has Valkyrie, Tesla, and rocket, which will act as counters to virtually anything your opponents can throw at you.
Deck Information[]
- Deck Created by: ValkOP
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 14
- Arena Required: Electro Valley (Wrong?)
- Average Elixir Cost: 3 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Goblin Barrel: Acts as your main win condition, make sure to bait your opponents small spell or outcycle them before you play it.
- Princess: This is the main bait card in your deck. use it to help on defense by killing swarms and splashing large pushes. It can also be quickly played at the bridge to force out a response and get chip damage.
- The Log: Your small spell. Use it to take out ground swarm and bait cards. Can be played at the bridge for chip.
- Skeletons: Use them to cycle. The are also good for distracting units and can be used to apply more dps to high hp cards
- Ice Spirit: This is mainly used for cycle, but it can also be used as a distraction troop. Alternatively, it can be cycled at the bridged to get chip damage
- Valkyrie: The Valkyrie is very versatile, acting as a tank for your Goblin Barrel while also soaking up damage and helping to take out big pushes.
- Rocket: Acts as a backup win condition when you aren't able to break through with your Barrel. It is also useful on defense against cards that are vulnerable to rocket, such as Sparky or the Elite Barbarians.
- Tesla: The decks defensive building. Use it to pull win conditions and dps down large tanks. In conjunction with other defense cards, it makes quick work of anything you throw at it.
Strategy[]
- The general strategy for this deck is to try and bait out your opponents Goblin Barrel counters and slowly chip away at their tower until you can finish them off with Rocket cycle.
- In single elixir, you generally want to play a little more passive until you learn what their deck is. Once you know their deck and their counters to your barrel, you can start playing a bit more aggressive, trying to bait out their answers. Try and get as much chip damage as possible before double elixir begins.
- Once double elixir starts, you can start cycling rockets on their tower, as the increased elixir will allow you to still be able to adequately defend after spending that much elixir. Make sure to apply pressure to you opponent, always try to bait out their spells so you have an opportunity to get damage with the Goblin Barrel.
- A tip for the Princess is to try and protect her as much as possible, the more you defend her, the more likely they are to log her. Also try cycling multiple Princesses in double and triple elixir, as having multiple of her on the map provides you even more defensive value.
- Don't be afraid to use the Rocket. If they cycle a card more than 4 elixir behind their king tower that dies to rocket, like Sparky or Witch, then take the opportunity to rocket it and the tower.
- When playing against someone using a spell such as The Log, Barbarian Barrel, or Zap, try occasionally playing your Goblin Barrel slightly to the side, slightly to the back or front, or deeper behind the Princess Tower. This may catch them off gaurd and cause them to miss their spell, allowing you to get damage that you otherwise wouldn't have gotten if you played it normally.
- when defending a push using Valkyrie, wait for their units to cross the bridge before playing her. You also want to place her directly on top of any lower health support troops so she can splash on them while hitting everything around her.
- If you play against a player who keeps attempting to predict your Tesla with a spell, make sure to either mix up your placements of it, or make sure to cycle to another one by the time they have enough elixir for the spell. You can do either one depending on the matchup, the latter being more useful against beatdown and the former being more useful against cycle decks.