Introduction
This deck is where you tank those dps units with the two tanks: Mega Knight, and the Miner.
Note: The introduction to his deck is very long. You might want to skip to the Synergies by clicking it on the content table thing if you don't like reading.
Deck Information[]
- Deck Created by: Magical Energy123
- Minimum Recommended King Level: 6
- Maximum Recommended King Level: 12
- Arena Required: Electro Valley (Wrong?)
- Average Elixir Cost: 3.3 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Mega Knight: Is very good at stopping large pushes.
- Inferno Dragon: Tank Killer.
- Goblin Gang: Ground Swarm for PEKKA and Mini PEKKA.
- Spear Goblins: Swarm defense.
- Skeleton Barrel: Very good synergy with the Miner.
- Miner: Mini-tank and Elixir pump response.
- Bats: Air swarm.
- Giant Snowball: Only spell. Use it wisely!
Defense[]
Spear Goblins: Good against most air swarms, even the Minion Horde. The Minion Horde will get a couple of hits due to the Spear Goblins REALLY low health.
Bats: Bats are very good against Balloons, Lava Hounds, Inferno Dragon, Mega Minion, literally any single air targeting troop.
Goblin Gang: Although the Goblins aren't anti-air, the 2 Spear Goblins are. The Goblins can be used to pressure, while the Spear Goblins whittle down the air unit.
Inferno Dragon: An anti-air unit that kills tanks. it can deal with Lava Hound very well and other ground/air tanks.
Investment card:[]
Investment cards are card that you can invest ( duh ) by placing them down at the back of the Arena, or in the case of Miner, rush onto the tower to force some Elixir out of your opponent. Investing a swarm card usually means you split to so you can find out which side your opponent will attack. Normally the side they choose to defend. The following troops listed will be able to be invested IN THE BACK. A star means that it can be split. If hashtagged, there will be a note.
Bats*
#The Goblin Gang can be invested, there is just the problem of it being a bit rushy.
Offense[]
Win conditions:[]
A win condition is a card that is good at taking towers. That means: It must have a high damage output, it must be annoying to deal with, and it won't die easily.
You have three win-conditions. This is enough. They are:
Miner: He is very good for tanking the tower, deals similar damage to Rocket for half-price ignored, meaning it is an okay win-condition.
Skeleton Barrell: Has the possiblility of getting a lot of damage on tower if your opponent doesn't have a small spell, this is a bait deck after all, can be used as a chip rush to force out elixir or to add some damage to an already large push
Mega Knight: He's a very good win-condition as his jump mechanic can cause players to panic and overreact. This will lead to and Elixir lead.
Punishments:[]
Punishments are cards that can be played as a IMMEDIATE response to your opponent playing a high-cost unit in the back. They are
Goblin Gang
Mega Knight
Miner onto the tower
These troops work because they can get to the tower quickly or their fast move speed.
Random stuff[]
Giant Snowball: It's your only damaging spell card. You have to use if carefully.
Miner: He cam take care of the pump, but if they mirror their pump, you are sort of doomed. He is also vulnerable to activating the opponents King Tower.
The good stuff, in other words, on to the actual explaining how to use this deck part.[]
Offensive Synergies:[]
You can use the Miner-Bats combo. It is often used in draft challenges. It's cheap and can actually take out a Princess Tower ignored. Place the Miner so that the Princess Tower locks onto him, then place the Bats. The Bats with their very fast move speed will go and attack the tower repeatedly, and Bats have a lot of dps.
Above: This will be easily countered with a Fireball, as the Fireball kills the Bats, gets rid of around 2/3 of the Miner's health while knocking him back.
Miner-Goblin Gang combo. Now, this is similar to the Miner-Bats combo, except it costs one more Elixir, deals a lot more dps, and has Goblins and Spear Goblins instead of Bats, it's the same thing.
A nice classic: MINER SKELLY BARREL! okay, I'll admit I overreacted a bit but this is a very good combo!
So, the Skeleton Barrel tanks for the Miner. The Miner will have dealt around 102 damage when the Barrel pops. As the Barrel pops, the Arena Tower will lock onto the Miner in the 0.5 seconds the Barrel doesn't exist. The Skeletons arrive, the Miner is tanking for them, the Skeletons have high dps and are dealing a lot of damage and everyone is happy. Well... except your opponent.
Defensive Synergies[]
Well, as the sub-title says, obviously, I will be talking about defending. And it is a very long list. I will literally be telling you how to counter EVERY CARD IN THE GAME. I will go further than that and talk about how to counter Combos nearly every good player knows.
Skeleton Barrel: Use Bats, but they'll they in the process. So use the Snowball to counter the Skeletons but that seems like a waste of a good spell. So the best way to do it is to use Goblin Gang 1.2 seconds before it pops. The Goblins will run away, but come back. This is good since Skeletons 2 shot them, and the Goblins avoided the death damage meaning they avoided getting 1 hit by the Skeletons. The Gang will be severely damaged, there might be even one Goblin left, but at least you stopped 700+ damage on your tower for an equal Elixir trade.
Goblin Gang: The counter is so obvious, I don't really need to explain. Obviously, Goblin Gang counters Goblin Gang. But because you have your Crown Tower helping, one Spear Goblin will probably survive from your Gang and proceed to chip the opponents tower.
Firecracker: You can Snowball her so the tower will 1 hit her before she can even attack, but this is a troop that's 3 Elixir. Even though it's a positive Elixir trade, it's a bit of a bad one. Use Bats to distract her so the tower can finish her off. Also stagger the Bat placement to the left or to the right. You don't want that shrapnel clipping your tower.
Mortar: Miner will be best for this as he has moderate hitpoints. However, the Mortar will still land around 1-2 hits because the Miner doesn't instantly take it out.
Skeleton Dragons: You can use Inferno Dragon to take out 1 while the Princess tower polishes off the other, but he'll die in the process. That's better than 600+ damage on your tower.
History[]
2018
- The Mega Goblins deck could be created from as early as Giant Snowball's release, which happened on 20/6/2018.
2019
- On 1/7/2019, the Mega Goblins deck was featured in the Classic Decks.
- On 5/8/2019, the Mega Goblins deck was removed from the Classic Decks.
- On 2/9/2019, the Mega Goblins deck was featured in the Classic Decks.
- On 7/10/2019, the Mega Goblins deck was removed from the Classic Decks.
2020
- On 6/1/2020, the Mega Goblins deck was featured in the Classic Decks.
- On 3/2/2020, the Mega Goblins deck was removed from the Classic Decks.
- On 4/5/2020, the Mega Goblins deck was featured in the Classic Decks.
- On 1/6/2020, the Mega Goblins deck was removed from the Classic Decks.
- On 6/7/2020, the Mega Goblins deck was featured in the Classic Decks.
- On 31/8/2020, the Mega Goblins deck was removed from the Classic Decks.
- On 19/12/2020, the Mega Goblins deck was featured in the Classic Decks Challenge as a Classic Deck.
2021
- On 26/4/2021, the Mega Goblins deck was featured in the Classic Decks Challenge as a Classic Deck.
- On 7/6/2021, the Mega Goblins deck was featured in the Classic Decks.
2023
- On 2/10/2023, the Bats were allowed to evolve.
2024
- On 14/9/2024, the Mega Knight was allowed to evolve.
- On 2/12/2024, the Giant Snowball was allowed to evolve.