Introduction
This is an old deck that doesn't work anymore because of the spawner nerfs and firecracker meta.
Hello guys, today I will show you a unconventional deck I came up with that works very well in my experience. On average I can play out a win rate around 70% or greater in the 4000+ trophy range.
Deck Information[]
- Deck Created by: Rice
- Minimum Recommended King Level: 10
- Maximum Recommended King Level: 14
- Arena Required: Spooky Town (Wrong?)
- Average Elixir Cost: 3.6 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Furnace: The Furnace is a great card. It does very strong chip damage and will also slowly destroys opponent pushes with support. This is the most level dependent card, having it lower level than your opponent's tower will result in no chip damage.
- Goblin Hut: Goblin Hut also does great chip damage, which forces a response. It also makes distractions so the Inferno Tower won't get destroyed. It is also a good defensive building.
- Ice Wizard: Ice Wizard is used to buy time for the buildings to take down troops.
- Inferno Tower: Tank killer.
- Knight: The Knight also serves as a distraction. It tanks hits so the buildings can do their job.
- Ice Spirit: Similar to the Ice Wizard, it also buys time; Also works as a cycle card.
- The Log: Clears swarms in the opposite lane of furnace, also kills Princess which is annoying to this deck. Best to replace this card with arrows nowadays.
- Lightning: Makes good defense value. Kills many annoying cards.
Strategy[]
- Overall Gameplay: Games will last very long with this deck due to how little attack power it has. Games frequently last far into overtime and often end with the tiebreaker. Every bit of tower damage will matter when using this deck. It is essential that you defend as flawlessly as possible.
- Keep your spawner buildings on the field whenever you can. They put pressure on your opponent and strongly assist with defense.
- Try to keep your commitment to one lane. Even in single elixir time, when your opponent can't play that many cards to tank chip damage, racking up tower damage is very slow. You don't have the firepower or elixir to make effective pushes in both lanes.
- Keep track of the cards your opponent has that can be lightninged and reserve the spell only for those that pose the biggest threat, like wizard, elite barbarians, witch and executioner
- In double elixir time, the opponent can maintain a more steady supply of troops and spells to negate chip damage. This means it is time to shift focus to lightning cycling. Keep track of who has the damage advantage- the most embarrassing loss happens when losing to the tiebreaker when one or two spells on the tower would have meant victory.