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GoblinDrillCard
TeslaCard
KnightCard
MagicArcherCard
SkeletonsCard
TheLogCard
TornadoCard
GoblinDemolisherCard

Introduction

This is a cycle deck revolving around Magic Archer + Drill. It is played a lot in top ladder, and has lots of outplay potential especially against midladder decks. Preferably you have Evo Tesla + Evo Drill

Deck Information[]

Deck Created by: DartDartPopper
Minimum Recommended King Level: 11
Maximum Recommended King Level: 15
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 2.8 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Goblin Drill: This is your win condition. It can slowly grind down the enemy tower with spawn damage + possible goblin hits. Preferred evolution due to evolved drill being extremely pressurising.
Tesla: Main defensive building and win condition defense, also functions as your main anti-air. Preferred second evolution because Evo tesla has lots of utilities with swarm clearing and stuns.
Knight: Your mini-tank. Useful on defense and on offense, tanking for your Goblin Drill
Magic Archer: One of your ranged defense that also functions as a secondary win condition. It can pierce units deployed on Goblin Drill to hit the enemy tower.
Skeletons: Cycle card and distraction.
The Log: Small spell, helps clear swarms used to defend drill too.
Tornado: This is a utility spell. It can be used in many ways, has a synergy with goblin demolisher and magic archer, for example using it to pull units between the magic archer and the tower
Goblin Demolisher: Another ranged defense and main splash unit. Strong offensive synergy with drill because the splash area is actually really big. Can also be used as a pseudo-spell with death damage.

Strategy[]

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