![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Introduction
This deck was the creation by me when I realised that, if Ice-Bow was so defense-orientated, why would they play it with a primarily defensive win condition!? Now looking back its pretty obvious why, but this deck was fun to play, fun to make, and uses most of my favourite cards. Lets get started!
Deck Information[]
- Deck Created by: Firfrelly
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 14
- Arena Required: Miner's Mine (Wrong?)
- Average Elixir Cost: 3.3 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Mortar: Mortar is the primary win condition for this deck. Mortar is a card that has great synergy with the way this deck works in general. You will be playing defense most of the game and Mortar is a great defensive building because it splashes, has a HUGE range, is relatively cheap, has quite a lot of hp, and packs quite a punch. It's also possible to play offense on defense by placing your Mortar by the river just in range of a tower. Any unit placed at the bridge will get drawn to the Mortar and attack it. The units will get drawn into the blind range of the Mortar and the Mortar will attack the opponents princess tower. Dont mistake Mortar being only defense in this deck, it is still supposed to be the main win condition. Once you are done defending a push, you are able to place a Mortar at the bridge and defend it with your leftover troops. You should be able to get 1 or 2 shots on the opponents tower.
- Rocket: Rocket is the secondary win condition for this deck. A lot of the time your opponent will be able to counter your Mortar and and you wont be able to get any substantial damage on the opponent princess tower. You can wait for double elixir and make positive elixir trades and just start rocketing the tower. You should be able to defend considering our whole deck is based around defending. In single elixir, most of the time rocket should be played when your opponent plays a 5 or 6 cost troop in the back which dies to rocket or on defense. It will win you most of the games that you play with this deck.
- Tornado: Tornado is our small spell for the deck. It doesnt do as much as others like Arrows or Log, but it works exceedingly well with Rocket, Ice Wiz, and Mortar. It can also activate king tower which is amzing with this deck. The fact that it doesnt one-shot goblins is irrelevant because we aren't going on the offensive with this deck much and when we do, it's usually from across the river. Tornado is also level irrelevant because we aren't going to use this to kill troops in the first place.
- Miner: Miner is the pressure card on this deck. If we didnt have Miner in this deck beatdown would destroy it because we couldnt do much but let them build a huge push and destroy us. Now when they play something like a Golem, we can Miner opposite lane and place Bats behind it. They must respond to the Miner because its threatening tower. Every elixir they play is one elixir that they cant use to support their push. And if they ignore it, throw everything youve got at the golem. With miner its also possible to make a push using leftover troops from defense. Say if you put Bats to remove a Hog Rider, you could Miner and force a response from the opponent. Miner isnt really used on defense, but its fine because its our only non-defensive card.
- Ice Wizard: Ice Wizard is the backbone of the decks defensive capabilities. Ice Wiz slows opponents troops with the downside being that it doesnt really do much. But that weakness is covered by the princess towers also shooting at the opposing troop. It should be able to defend pretty mush anything in combination with Tornado. You should be playing the Ice Wiz every push the opponent goes for. The Ice Wiz is 3 elixir meaning that it has capabilities for major elixir positive elixir trades. An example of this is against E Barbs. You can counter them entirely with a Ice Wiz and Skeletons. This is a +2 elixir trade and you can play Miner to tank for the Ice Wiz after and force out more elixir.
- Valkyrie: Valkryie is the mini tank for the deck. I chose it over knight because the fact that its 1 elixir more means nothing because we arent playing a cycle deck and also because the splash it a very welcome addition allowing it to support our Mortar much better splashing all around it to hit multiple troops. It also is the third part of our defensive trifect of Ice Wiz - Tornado - Valkryie. There isnt much to say here. Its just the tank for this deck.
- Skeletons: Skeletons are a cheap cycle card that can swarm heavy single hitting units for massive positive elixir trades. An example of this is against a Sparky. If you play your Skeletons right against a lone Sparky you will be up 5 elixir. Skeletons fit in basically every deck in the game and this one is no different. Skeletons can be a much needed quick and cheap distraction on defense to gain more time. Also another highly underrated part of this card is just how much DPS they do. They can remove low health threats like Knights and Magic Archers. They are a essential distraction card because sometimes in this deck you feel like you dont have any cards to tank for anything. Also Skeletons help you Rocket cycle during double elixir.
- Bats: Bats are the anti air tanks for this deck. I chose to go with a cheaper counter because they work much better with Miner than say something like Mega Minion. Speaking of which Bats can counter ground troops like Valks and then you can place a Miner and force a response from the opponent. Also the fact that its a swarm counter is greatly appreciated because when combined with Ice Wiz the opposing air unit can only remove about two bats which leave enough room for a Miner. Another reason for Bats is because they are cheap. The deck was starting to feel a bit top heavy if I added say a 4 cost card instead. Since Bats are cheaper they leave room for more error since if you are in a elixir deficit you can still defend to take minimal damage.
Starting Plays[]
- Skeletons behind the king tower.
- Ice Wiz behind the king tower.
- Bats behind the king tower.
- Miner the opponents princess tower.
Tips n Tricks[]
- Remember to protect your Ice Wiz. This seems like a pretty elementary tip but your Ice Wiz really can rack up loads of value if you place a tank in front of it.
- Remember not to overcommit on defense. This entire deck is based around your defensive skill and positive elixir trades. You should never use more than you need to unless you go for a counterpush.
- Memorize the Rockets crown tower damage (and the Tornado if you want too!) to allow yourself to Rocket cycle more accurately. Hold down the card that you want to see the damage of in case you forget.
- Try to get good at counting elixir, or just learn to have a general idea if you are up or down.
- Another spell cycling tip is to use your Rocket at the lower right or left of the opponents princess tower to make the Rocket go as fast as possible.
- Nearly every melee unit can activate king tower if you place your tornado correctly. Have your king tower helps a lot in defending.
- Never rely on Tornado for tower damage.
The Gameplan[]
Single Elixir: (3:00 - 1:01)[]
- Use one of the starting plays we mentioned before. After the first starting play try to avoid leaking elixir unless the opponent is leaking as well.
- If your opponent makes a big commitment in the back, put a Miner on thier tower and support it with Bats. Every elixir they spend defending is 1 less elixir they can use to support their push.
- If your Miner activates your opponents king tower, dont worry, as it basically doesnt affect this deck at all.
- Rocket anything that's placed behind the tower, costs 5 Elixir or more, and fully dies Rocket. If it's a 4 Elixir unit, you'll have to evaluate the situation and determine whether or not it is safe to Rocket.
- Look at what cards they are playing. Knowing your opponents match up is very helpful and its a good habit to make anyways.
- Try to activate king tower with Tornado.
- Dont overcommit on defense because you wont be counterattacking much in single elixir.
Double Elixir: (1:00 - 0:01)[]
- You can start to Rocket their tower more, like Rocketing cheaper units or just rocketing the tower by itself if you have a elixir lead. You can usually defend good enough to survive the push that ensues. Dont start Rocketing their tower all the time, because one bad Rocket basiaclly loses the game on the spot.
- Don try to finish games too quickly, since this deck is amazing in overtime due to Rocket cycle combined with the defensive power of this deck.
- Try to start counterattacking. If they send a Bandit along with a Magic Archer, use a Ice Wiz outside the Bandits range and use a Valk on top of the Magic Archer. Right after you can Mortar at the bridge.
- Dont allow them to build up huge pushes by punishing them with lightly supported Miners that force a response. E.g: Miner with Bats.
Triple Elixir: (2:00 - 0:01)[]
- You will play very similar to double elixir.
- If your opponents tower is in 2 Rockets range and you and your opponent are at the same elixir, you can Rocket their tower and stall for long enough to cycle back to your second Rocket to win the game.
- If you have a damage lead, you dont have to risk Rocketing their tower. You can defend until there is 10 seconds until tiebreaker. Then Rocket their tower to guarentee victory.
Maximizing Defense[]
This deck is reliant on how good you are at defending. If you are not good at defending, you will be bad with this deck. If you are great with defending, you will be great with this deck. Even though if you already arent good with this deck from the get-go, Ive set up some questions to ask yourself so you can get as good as you possibly can with this deck.
- Are you placing your units in the right tiles?
Even though this might seem redundant, making sure you have been placing in the right tiles is necessary to maximize your defensive abilities. Searching up the card with the youtube channel "OJ" next to it will bring you up to a video by the youtuber OJ on the tiles and interactions that a card has. Huge props to OJ because these videos are insanely helpful.
- Are you using the right units to counter?
This isnt as much of me telling you on how to improve a sit is experimentating. You need to try countering cards in lots of ways, to make sure you are impeccable on defense. Like imagine that you only every counter E Barbs with Valk. And then one game Valk is out of your cycle and there are some E Barbs approaching. What will you do? If i told you that you can counter E Barbs with Ice Wiz and some Skeletons it wouldve saved your life there. So, next time there is a card that you have one counter for, try to experiment.
- Are you playing too aggressively?
This deck is meant to be defense orientated, and if you play the deck like bridge spam you arent going to have any success with it. If you are looking to play minions at the bridge the whole game, try to play passive or play another deck.
- Are your units underleveled?
Sometimes the problem isnt with us, but with the game. If your units are too underleveled that could be the reason you are losing some of your games. If you are only playing in challenges this shouldnt be a issue anyways.
Leveling Sequence[]
This list will go from the highest priority cards to upgrade, down to the lowest priority to upgrade.
Ice Wizard: The Ice Wiz is the most important defensive unit in your deck, which is a pretty big deal. His damage also being low means that any bit of damage helps. Another interaction that is significant is taking another shot to defeat cards that can be killed with the Log.
Mortar: The Mortar is the primary win condition in this deck and it being underleveled means the whole deck gets affected. We want this card to get the most damage possible per shot so this is why it is up here.
Rocket: When we use the Rocket we use it to finish off our opponent. Making the Rocket a higher level means that we can finish them off earlier which is great.
Valkryie: The Valkryie is our only tank in this deck which means that it getting more health is a great aid to us. We usually depend on Valk a lot which means that it surviving longer means that we get more and more value.
Bats: Now you might not have seen this coming but Bats are a pretty important card in this dcek. We use them as pressure if they commit, and they are our air and ground tank busters. The faster the Bats can kill means that the opponents unit cant do as much damage.
Miner: Its pretty surprising to see Miner all the way near the bottom but, the amount of damage Miner does is irrelevant because he doesnt do any damage in the first place. This is why we use him along side Bats which when together can threaten the opponents tower. The only thing that matters is his health but it should be enough for Bats no matter what level anyways.
Skeletons: The Skeletons arent really that level dependant, as we us it as a distraction for our other units to attack.
Tornado: We dont even use Tornado for the damage in this deck anyways so its level doesnt matter.








