Introduction
Hello and welcome to the best main deck I deck I made till now and it will be. This deck is good for everything, for 2v2 battles (because in 2v2 battles your elixir bar will regenerate slower) because this deck is cheap, 3.8 only, It's good as your ladder deck, as a main deck or useful in challenges because of the prince, inferno dragon and mini P.E.K.K.A, your main win conditions. Now, if you ask me, why do you use knight then I will tell you that I need mini tanks and because he can be used to tank for the mini P.E.K.K.A or inferno dragon.
Deck Information[]
- Deck Created by: ScaryNinja564
- Minimum Recommended King Level: 6
- Maximum Recommended King Level: 13
- Arena Required: Spooky Town (Wrong?)
- Average Elixir Cost: 3.8 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Ice Wizard: Ice wizard will be your main area damage troop. He has a slowdown duration so it will be a little bit hard to counter him, especially if you pair him with poison. As every card, he doesn't have a replacement but if you want then you could use magic archer instead because they are nearly the same mechanics when used in my deck. This deck is great for trophy pushing too, so because of that I managed to have an ice wizard in my deck. Everyone chill, as the ice wizard is legendary he should have a special ability and it's his continuous slowdown duration. He get's mostly wrecked by the mini P.E.K.K.A because he one shots ice wizard. He is 3 elixir, so he fit's in any deck but his major problem is his damage so be careful when using him because he deals 75 damage (mine deals 82 cause he's level 10) so he's a great troop when you support him and everyone will struggle when fighting you.
- Prince: Your main win condition and your main offence troop. When you start playing clash royale, he will be one of the hardest cards you can counter i.e. PRINCE. If you dealt with a prince once you see that he charges. This is his special ability charging and the moment he hits anything he will deal twice his normal damage. But be careful though spells like zap, lightning or the log will reset his charge and troops with shields will be effective at taking him, that's why I use guards anyways, he deals 651 DAMAGE WHEN CHARGING but, when he hits a shielded troop all the damage dealt that is more than the shield will get absorbed. His speed is medium, but when he charges he becomes very fast and don't you dare to leave him ignored because if you leave him ignored say goodbye to one of your towers and say hello to 975 damage on your king tower so he's epic and he's a little bit expensive so he doesn't fit in any any deck.
- Dark Prince: The dark prince is very important for swarm killing and counter pushes. With his shield and splash radius when charged, he will be the perfect card to use in a classic double prince deck. What makes him better is that he's faster than the normal prince, the normal prince hit speed is 1.4 while the dark prince 1.3 but he get's destroyed by single melee high damage troops like prince and mini P.E.K.K.A, you need a tank killer to support him such as the inferno dragon, this combo is great and both of them cancel each other's weaknesses and even it's great for a counter push with knight or magic archer. none of the card here are bad believe me. Just a fact that he's not better than prince and prince is not better than him, both of them are the same power so just use both both of them combined in one combo that's amazing they also cover each others weaknesses and when you are set to a counter push place a magic archer and a knight, you will get a guaranteed win. He is an epic card so he has one replacement, bowler.
- Inferno Dragon: Who will counter for me P.E.K.K.A other than this flying dragon, the inferno dragon has moderately high hitpoints and a very high damage output. He's one of the worst legendary cards I dealt with, the others where mega knight and ram rider. They're hard to deal with, but now, I counter them easily with an inferno dragon. Wow I counter an inferno dragon with an inferno dragon what a coincidence anyways, I need him so much for tank killing like killing golem P.E.K.K.A and giant and he serves me as my air force troop, the other is magic archer and tornado affects air forces too, see he can't be replaced in this deck. Surprisingly, you can't even replace him with inferno tower in this deck because he flies so he won't take any damage and he's cheaper so, elixir advantage will be guaranteed in fact, you could counter push with him but you can't counter push with a inferno tower it's a building after all.
- Mini P.E.K.K.A.: One of your win conditions, if you ask me why I replaced him with P.E.K.K.A then I'll tell you that he's cheaper, he's rare, he has nearly the same damage and because if I had P.E.K.K.A then I will have 5 epic cards which is bad for the balance of this decks rarity. Don't send one by himself on the lane because if you did he will die easily. If you only pair him with ice wizard or dark prince then they will cover each other's weaknesses. But this combo gets wrecked by minion horde especially because minion horde has a very high DPS compared to their size and damage and because they fly so neither the mini P.E.K.K.A nor the dark prince will reach the minion horde so it's better to use a ice wizard instead if you have one. This combo is perfect for chip damage and it doesn't get countered easily except if your enemy has a mega knight or a giant skeleton. And the best thing in the mini P.E.K.K.A that his hitpoints are more than 1000 so it's worth requesting some and upgrading him to level 8 because level 8 is the level that his hitpoints become more than 1000 and his damage becomes more than 500 and then upgrade him to level 9 to get nearly the most of him.
- Guards: Guards, your main defensive card that will defend you from a charging prince that's coming to the tower alone or a mini P.E.K.K.A that was send alone. It spawns three skeletons with slightly more hitpoints and damage, a slightly larger side and shields in addition to there hitpoints. normal skeleton's hitpoints, damage and DPS is 75 while guards 90 but without the guards shield the princess tower will still one shot them because they have 90 hitpoints while the princess tower's damage is 90 the same but with the shields the princess tower has to hit a one guard 4 times so if you leave them ignored they will get an amount of damage. A good combo is to place guards in front of a ice wizard, the guards will guard him from a mini P.E.K.K.A, prince or anything that disturbs the ice wizard and the ice wizard will clear the swarms and wreck the towers because he's guarded and he has a high attack hit speed but be careful the most common troop that wrecks this combo is dark prince so be careful.
- Poison: No deck works with no spells. This decks spell is poison, one of my favourite spells in clash royale because of it's mechanics. I even consider it my #1 favourite spell card as it's good with swarms and get rid of troops like witch night witch wizard musketeer or ice wizard. It even gets rid of inferno dragon that I suffer from but now I don't suffer from him any more because of poison. It is even used to clear the swarms for high damage single troops and I love it. It even counters three musketeers for a 5 elixir advantage! What will happen to your enemy now when you do a counter push it will be extremely hard to counter it because your enemy will be low on elixir. If your enemy places a fireballie at the back like wizard or musketeer, you could us poison for a positive or a value elixir trade. It even gets rid of witch or night witch so that they don't deal absolute high damage to your tower. That's why I use poison.
- Knight: The knight will be this battle deck's main tank as I don't want prince to tank because I don't want his damage get's wasted so I've managed to kick mega minion and place him instead to be the main deck's tank. A great combo is him tanking for the mini P.E.K.K.A or inferno dragon, these combo's are great for chip damage too, so don't feel shy and use him. You could use him to cycle, first place a knight at the back and then a ice wizard at the same lane and then place guards to guard the ice wizard then place down a dark prince then a prince and then anything else you want, he will barely resist this cycle push and there is a high chance that he will lose immediately. And even he could counter specific troops for elixir advantages, like wizard or musketeer. They cost more than him but he counters them, so when you counter push, it will be tough on him to resist this counter push.
How I started this deck[]
Now if you ask me how I started this deck then I will tell you that once I had a bad deck and it wasn't good, then I told myself that why could I create a new battle deck and share it to all the battle decks so I came up with decks but the main 2 ones are this aka Magic archer-double prince and mega prince deck. I will show you mega prince deck.
Battle Deck Template Created by King Dragonhoff
Well you know, both of them are my main decks and I love them both the same however, I prefer mega prince deck because it's better in cycling and has the mega knight that is very hard to deal with (for some people only) .
What do I love about this deck the most:
This deck doesn't contain any card that is more than 6 elixir and that's why I love this deck in fact, nothing is even 6 or more and that makes it 3.8 because I have lots of 3's and for and only 1 that is 5, am talking about prince, your main win condition in this deck. You see, I can't get rid of him because he's from the double prince combo and this deck is a double prince deck in fact, I was always winning in arena 1, 2, and 3 except if my enemy uses prince and skeleton army together (that's what I do too, you know).
Every card's important role:
1.Ice wizard: Everyone chill, the ice wizard is my favorite card in game because he was the only reason trophy-pushing was very easy on me. He will slow down troops while the inferno dragon or the mini P.E.K.K.A takes care of him. I used tornado earlier but when I remembered it's nerf in season 11 I stopped using it, and all what I am left with is poison. Poison works very well with the ice wizard in fact, I didn't need the executioner or the magic archer any more for their damage that is more than 100 and this is ice wizard's weakness. He has low damage, 75 but I don't care because he is a troop that should be supported to become extreme. In this deck, the best thing is to pair him with knight, guards or the mini P.E.K.K.A, those combo's are devastating and they are good for a counter push at the back of the combo.
It's a crazy idea to send one alone on the lane, as he has medium hitpoints and low damage because he is a defensive troop and you should use him in offence in counter pushes or combo's only. He's 3 elixir, what do you expect from a 3 elixir troop to be stronger than golem no, he should be medium but, if you use him correctly he may be devastating to your enemy.
2.Prince: Most decks contain him, he is one of the most devastating cards to deal with but it's easy to counter him in my deck. His ability is that once he walks 3.5 tiles uninterrupted he will start charging and he will deal twice his normal damage. And he's very fast we charging and that's why he's my 1st offensive troop (the second one being the mini P.E.K.K.A. He even has decent hitpoints, I got him first in the shop very late, can you imagine that I unlocked him when I WAS ARENA 6!
When your enemy is low on elixir send one alone and when he places swarm troops just use poison or you could pair hi with an area damage troop, like the dark prince. This combo may be deadly for your enemy and it's a huge achievement if you stop it, when you stop it you will waste elixir like your enemy so it will be hopeless to counter with him because when you regenerate your elixir even your enemy will regenerate so he will counter push when he's full on elixir while you are low on elixir. He is an offensive troop in this deck so don't defend with h except if you really really need to that's why I had guards in my deck. Speaking about guards guards and the skeleton army are the worst counters to prince so be aware when using him.
3.Dark Prince: If the dark prince was not in my deck then how will I call it a double prince deck. When I first knew him I liked him, he was my favourite card. His special ability is the same as a prince, but when he's charging he has a different splash radius as his normal. His normal is like a wizard or baby dragon but the other one (when he's charging he has a splash radius similar to a valkyrie or a mega knight. The thing that I love about him is his shield, it makes him immune to rocket or lightning and his damage is decent 206. For an area damage troop, this is very good you know because area damage troops deal area damage so they have less damage than single troops but not with HUNTER AND SPARKY.
One great combo is to pair him with the mini P.E.K.K.A will wreck the swarms and the mini P.E.K.K.A will wreck the towers. But it gets wrecked by minion horde as they fly and deal a high DPS rate compared to them. Dark prince has a shield, so he will be immune to such spells like rocket or lightning that will destroy him WITHOUT HIS SHIELD! But he has quite a number of disadvantages like single melee high damage troops minion horde or inferno dragon and tower so you need to pair him with inferno dragon to shield him from even the giant that wrecks everything.
4. Inferno dragon: The main tank killer for this deck, gets rid of huge tanks like P.E.K.K.A golem or giant so that I don't suffer from them. My second targeting air troop, without him no troop targets air except for ice wizard. Well, He was one of the hardest legendary cards I dealt with him. He counters P.E.K.K.A for a 3 elixir advantage without getting any hits. This sets you to a counter push. He shoots a focused beam that will keep increasing in damage until he counters the troop that he locked on to him. But he gets distracted by swarms and gets wrecked by stunning troops or mega minion (if placed correctly).
Once the Inferno Dragon has locked on to a target, it will not move. If the target moves out of range, the Inferno Dragon may move to keep up with it, but by doing so will reset the damage progression. Use this fact and be sure to deploy your Inferno Dragon close to your towers or troops to ensure that it will damage the target for as long as possible. That's why he hits faster compared to an inferno tower. Electro dragon is the worst disadvantage for inferno dragon so you need to pair him with ice wizard to slow the electro dragon and deal a little bit damage to the electro dragon as the electro dragon has a slow attack hit speed by himself so an ice wizard will let the electro dragon an electro turtle (just jk).
5. Mini P.E.K.K.A: Because of the various counters to the Mini P.E.K.K.A., it is not effective to send one down the lane by himself, as this usually results in a waste of four Elixir. However, if the opponent happens to be low on Elixir, then this is strategy is capable of devastating the opponent's tower. Please please please, remember this when you use the mini P.E.K.K.A. But, you can just deploy him with an area damage troop that has a shield like dark prince, or if you suffer from a prince countering your mini P.E.K.K.A you can just pair him with guards to guard him.
I just like to use an inferno dragon or guards in defense and then in counter pushing I'll just use a knight, mini P.E.K.K.A and an ice wizard to get rid of all the air swarms wile the dark prince deals with the ground swarms and the mini P.E.K.K.A will wreck and destroy the towers and if a second wave of swarm troops is coming just use poison then deploy a prince to deal all that damage on the towers and you are guaranteed a win. A Mini P.E.K.K.A can defeat a Musketeer, Wizard or Electro Wizard or the same level in one hit for a quick and easy positive value trade. That's what I like about the mini P.E.K.K.A and he even has more than one thousand hitpoints.
6.Guards: No matter how much damage is inflicted onto the shield, the Guard behind it will remain intact, just like the Dark Prince. This means that not even a Sparky shot or Rocket can destroy a Guard while it still has its shield. That's why I like them, they have shields and deal a decent DPS rate together, so they will be really effective at countering a mini P.E.K.K.A or a charging prince that's coming to your tower. They could be used to guard the mini P.E.K.K.A in counter pushes because he's a glass cannon with immense damage and you don't want this immense damage to go so you have to guard a mini P.E.K.K.A or a prince with guards to guard them so that they deal more damage to the tower's.
Guards are actually able to attack from a very short range because of their spears, similar to the Prince. Because of this, they can poke at a distracted Valkyrie without taking any damage, setting you up for a counter-push. This counter push will be very strong because guards are cheap so they will not take from your elixir bar anything so the guards will resist it. In deck, the only card who replaces guards is skeleton army as they both function the same at countering single target melee troops but skeleton army is a tank killer, guards are not that's why I had inferno dragon, for tank killing.
7.Poison: The Poison's damage can of Kills a Musketeer, Wizard, or Electro Wizard but the troop tends to walk out of the radius before it dies. To solve this, place any troop right next to the troop that is just about the walk out of the Poison's radius. This will distract them and make them stop moving, keeping them inside the radius. This is what I like about it because fireball will not completely counter them cause it has 25 less damage. Poison is even used to clear huge swarms.
When my alone prince is going to the tower, I Place poison if he places a swarm, so that the prince deals too much high damage to the tower. The Poison will also affect a Witch and Night Witch in the same way as it affects spawning structures Because poison targets both air and ground and bat's and skeletons have the same hitpoints and witch is one of those ''fireballies'' and night witch is a glass cannon so poison will counter them for a good elixir trade. Poison is 4 elixir so it fits in any deck that's what I like about it and what I love about it is that it even has a slowdown duration!
8.Knight: The Knight is also a decent counter to a Goblin Barrel if the player has no other counters, because he one-shots Goblins. Place him on the side of your tower closest to the edge of the Arena so he can take out the Goblin the tower isn't targeting; this allows for more effective damage distribution between your units and taking less damage from the Goblin Barrel overall. He is even the tank for this deck. Every deck needs a tank or a mini tank so I had knight instead of ice golem because he even counters specific troops for positive elixir trades like musketeer or wizard.
He could be used to tank the mini P.E.K.K.A or inferno dragon to deal so much high damage. On defense, he is the primary tank in the deck which helps against larger pushes. He is your main counter push card that is used for counter pushes and he is used as a great support troop A good combo is to pair him with ice wizard. This combo is great for chip damage and if your enemy is low on elixir, he will get wrecked. This combo is great on defense too the ice wizard will slow and the knight will counter the troop that ice wizard is slowing down.
Strategies or substitution's:
Ice wizard: Executioner or magic archer
Prince: No substitution's
Dark Prince: No substitution's
Inferno dragon: Inferno tower.
Mini P.E.K.K.A: lumberjack.
Guards: Skeleton army.
Poison: Tornado or arrows
Knight: Ice golem.