Introduction
Hello, my name is WCHUT and I will be going through a deck I created using the well known Golem and Night Witch combination! This is my first deck showcase, so please do not be rude if I didn't do the best!
Deck Information[]
- Deck Created by: WCHUT
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 11
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 3.6 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Golem: This one doesn't really need a much detailed explanation. So to sum it up, this card can be used offensively and defensively as a tank.
- Night Witch: The Night Witch can be used on offense to create a huge push, or on defense to defend your tower/other troops. For just 4 elixir, you have a troop that can pack a huge punch.
- Knight: The Knight can be used as a tank to defend your tower or to cripple the opponents' defenses. He is a compact tank and a very good choice in a pinch. For only 3 elixir, you get a well rounded troop that can soak up plenty of damage against that Goblin Gang.
- Minions: Minions can be used on defense and offense, but are much better on defense. They can defend against Graveyard, Goblin Gang, Inferno Dragon, etc. In need of an opponents tower, push with a Knight and Minions.
- Miner: The Miner is a great card on offense, not so much on defense. On offense, it can be used to distract the opponents crown tower long enough to get that Golem push on the tower. On defense, use it to soak up damage.
- The Log: The Log is a cheap but great spell card, coming in at only 2 elixir. For 2 elixir, you get a card that can kill swarm cards (Goblin Gang, Skeleton Army, Goblin Barrel, etc.) As well as push units away and chip away at the crown tower.
- Bats: Bats are a good card. For just 2 elixir, you a swarm of bats that can be used effectively offensively and defensively. You can defend against Graveyards, Skeleton Army's, etc. As well as use them to create an effective Golem push, alongside the Night Witch/Electro Wizard.
- Electro Wizard: The Electro Wizard is good for stunning and cutting down swarms. If you need to stun an Inferno Tower, this is the guy that you'll want. He can kill that Skeleton Army, if you have nothing else. He can also be used just to deal chip damage if your opponent is low on elixir and cannot respond.
Strategy[]
AT THE START OF THE MATCH: When the match starts, hold on to your hand. Do not start a Golem push until you know what deck your opponent has. Once the opponent has placed down a troop, place one down in the back as a defense. (Some popular choices are tanks like the Knight, Ice Golem, or Giant. Sometimes people will rush a Hog Rider/Elite Barbarians at the start of the match, which can easily be countered by your knight and minions.). When you have defended against the push, start your Golem push and defend from there.
AFTER THE START OF THE MATCH: Continue defending. An effective defense strategy is to take hit with a Golem, and cut down on the tank with Bats/Minions. If the opponent kills your Bats/Minions, defend as much as you can. Once the push is taken care of, replenish your elixir and start a push yourself. Try to rush the opponent if they use a cost effective troop. Doing this will scare them and make them forget about their current push.
DOUBLE ELIXIR: Push. Push. Defend. Defend. Push. You have double elixir now, and you can create a "straight to the point" Golem push. Rush the unprotected lane with a huge Golem push, consisting of something like the Golem, Night Witch, Bats, Electro Wizard, and the Miner. Your opponent will see all the incoming troops and may not want to push the other lane. Just because you used up a lot of elixir doesn't mean you don't know how to cycle!
SUDDEN DEATH: Refer to previous strategies.