Introduction
This is a variation of the classic golem clone toxicity. Except this variation has defensive abilities. I started using it for clan wars, and so far it’s going well.
Deck Information[]
- Deck Created by: Umpa401
- Minimum Recommended King Level: 10
- Maximum Recommended King Level: 13
- Arena Required: Miner's Mine (Wrong?)
- Average Elixir Cost: 4.9 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Golem: The centerpiece of the deck, the big tank, and the win condition. It doesn’t have great DPS, especially not for 8 elixir, but it’s the guaranteed damage and synergy with clone and night witch that matters.
- Clone: Just for making big pushes even bigger, no explanation needed. More on that later.
- Night Witch: For supporting your golem or investing in the back. Can be used on defense if necessary.
- Inferno Tower: Remember how I wanted to make a 3-crown machine of a deck, and modify it to have defensive abilities? Enter the ultimate tank killer, the Inferno Tower.
- Elixir Collector: For getting an elixir lead and cycling quicker, both of which are necessary in Golem decks. One pump on it’s own isn’t much, but two pumps will give your opponent a very hard time. The extremely rare triple pump=instant victory!
- Battle Healer: If you want to be really, REALLY flipping annoying, pair this with the rest of your push to heal up your already ridiculously high health Golem.
- Arrows: This is your small spell. Used to finish off low-health troops.
- Lightning: For destroying opponents buildings. No explanation needed.
Strategy[]
- At the start of the match, all you should care about is your golem. That’s it. You need a push early, and the easiest way to do that is with your golem. If it’s in your starting hand, go ahead and place it in the back, behind either tower. If you don’t, some good cycle plays are arrows at the tower, battle healer in the back, night witch in the back, and, if absolutely necessary, only when your golem is the last card in cycle, pump in the back.
- If you’re starting hand is golem, clone, night witch and battle healer, then it’s totally justifiable to drop golem in the back and clone it. Support if you want, but make sure you’re not overcommiting.
- On defense, the inferno tower will be enough to shut down most win conditions. However, if they out cycle you, night witch and battle healer work great on defense.
- Do not EVER golem at the back besides the first play unless you have at least one pump on the board, or your up on elixir.
- If you do somehow get all the way to triple elixir, then you’ll be able to stack pumps like crazy and you’ll basically automatically win.