Introduction
A modified version of SirTags Bandit Miner Poison deck, instead of EWiz it uses the Magic Archer.
Deck Information[]
- Deck Created by: Schmedricks27
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 13
- Arena Required: Rascal's Hideout (Wrong?)
- Average Elixir Cost: 3 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Magic Archer: Anti-Air, Anti-Swarm
- Poison: Your medium/heavy spell and win condition support. Similar to the Fireball, this spell is preferred for its area denial against swarms, one of the most common and effective counters to the Miner. You'll want to wait until Double Elixir Time to start comboing it with the Miner, placing it on top of the Miner just as it appears on the tower. Besides that, don't be hesistant to use it to deal chip damage to the tower while clipping "fireballies" such as Musketeer and Wizard, or spawner buildings.
- The Log: Your light spell and a defensive utility card. This card provides area denial similar to the Poison and deals valuable chip damage for only 2 Elixir. Additionally, it has a knockback effect which is very useful on both offense and defense. Your main use of this card is to chip the tower, take out enemy swarms, and as a stall on defense to cycle to other cards.
- Miner: Your primary win condition. He's a fairly low commitment card that can be placed anywhere on the map. Usually, you'll be playing him around a Crown Tower, mixing up your placements to slowly deal chip damage throughout the game and (hopefully) win the battle of attrition. A lone Miner is not particularly threatening, especially versus a heavy beatdown deck, since he'll only deal around 500 tower damage for 3 Elixir, so if you do use him as a punish play, pair him with something else more threatening (more on that later).
- Bandit: Scout
- Ice Golem: Tank, Status
- Ice Spirit: Another defensive utility card. This spirit's main role is as a cheap defensive cycle card card, freezing one or more units for a split second and allowing you to articulate a better counter to enemy pushes. It's got enough health to survive a Musketeer shot before dying, so it's not as frail as one may think for its 1 Elixir cost. Besides defense, it can be placed alone at the bridge to get some chip damage.
- Inferno Tower: Your #1 tool for dismantling the biggest pushes out there. For 5 elixir, this Rare building card burns away at cards with increasing damage over time. After four seconds of its continuous attack is when it is at it's deadliest, dealing close to 2000 DPS and melting any tank nearly instantly. As unstoppable as this may seem, its slow retargeting speed makes it very vulnerable to swarms, and it's crippled even more by stun cards. Try to bait out these counters out of the opponent so they won't be able to support their push with them.
Strategy[]
Main win condition is the Miner, constantly chip at tower, and only poison if necessary (if Miner is near dead, and only then do they place a Goblin Gang or Minion Horde etc, don't play poison, instead wait for it to come to your side and counter with cheaper units) Ideal Push: Miner, Bandit, MArcher, Poison Be specific with Inferno placements.
Be crazy with Miner plants, place him everywhere, front, back, either side, and corners. Confuse your opponent and be unpredictable.
History[]
2018
- The Magical Miner Poison deck could be created from as early as Magic Archer's release, which happened on 16/2/2018.
- On 6/4/2018, the Magical Miner Poison deck was featured in the Reddit Blind Deck Challenge as a Reddit Blind Deck.
2023
- On 4/12/2023, the Ice Spirit was allowed to evolve.