Introduction
This deck is a fast-paced, chip cycle deck. It has spells, win conditions and, of course, cycle cards, so enjoy this relatively F2P deck! Feel free to make changes, but this deck is a medium-risk, high reward deck.
Deck Information[]
- Deck Created by: ShadowDragonDude
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 12
- Arena Required: Electro Valley (Wrong?)
- Average Elixir Cost: 3.1 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Skeletons: Your cheap cycle card, distraction card, and possibly the card that will finish off a low-health Mini P.E.K.K.A. with the help of a Princess Tower. Use these to even kite an air troop. The possibilities with this unassuming card are endless.
- Zap: One of, if not the most, versatile spells in the game, for two elixir it gives immense value. It will clear Skeletons, cripple Goblins and Minions, stop a Prince, his Dark counterpart, or a Ram Rider from charging, stop a Sparky's charge-up, AND reset an Inferno Troop, along with the usual retarget.
- Bats: Your tank killer. Or at least, your high dps card. Use them to great effect against Inferno cards, and use them to take down a mini-tank, or as support for your Miner-Skeleton Barrel-Bandit push. Again, this card provides many, many possibilities for its rarity and elixir cost.
- Skeleton Barrel: Your win condition, along with Miner. A good strategy- place Miner or Mega Knight in front of the Barrel, to tank for it. The spawned skeletons will deal damage to the Tower. Also use this if your opponent sends in a single-target, grounded, anti-air troop (very specific, I know) as the Barrel will fall, releasing the Skeletons. Or you could use this against an Inferno Tower.
- Fireball: Ah, the good ol' Fireball. Great damage, easy to upgrade, and everyone has it. Use it to finish off a Crown Tower, cripple a push, or just damage a mini tank. Use with Zap for quite a bit of damage, and possibly with Miner or Skeleton Barrel to get rid of any threats.
- Princess: The main chipper of this deck, ideally you would stack up a few of them to deal some serious damage. Use them to clear swarms, small spawners, and possibly mini-tanks. If left unattended, she can deal some serious damage to Crown Towers. Again, ideally, stack a few of them up to deal a lot of damage.
- Miner: Miner is your win condition, the card you sneak to a Crown Tower to win the match. You can also use him as a mini-tank, as with 1,000 HP and 148 Damage base stats. However, do be mindful of the reduced Crown Tower damage- 48 at base level- so be prepared for a lot of chipping. Use Mega Knight to tank for him.
- Mega Knight: Your tank, main damage dealer, and all-round support-and-get-supported card. Place him wisely- take every advantage his spawn damage offers, and, if you're really good, think ahead to where and on which troops he will jump on. Tanking for Miner, there will be a lot of damage going on, especially if you get a Princess or two to join the fun.
Strategy[]
First off, place a Mega Knight. Drop a Princess at the bridge, the cycle back to another, and another, and another. Yo may, however, want to place some Princesses at the left bridge and some at the right, as you wouldn't want 5 Princesses to get Logged away. Placing is crucial in this deck.
Place a Skeleton Barrel, and as soon as it crosses the bridge, place a Miner in the bottom corner of the Princess Tower furthest from the King Tower. You don't want a King Tower activation, especially in this deck. Anyways, the Barrel will tank a few hits for the Miner, and when it pops, the Miner will tank for the skeletons.
Save up Elixir for a big push. Mega Knight at the bridge, then a Skeleton Barrel, Bats, and Skeletons. You can even get a Princess or Miner to join the fray, but try to reserve that elixir for a Zap to clear any swarms *cough, Skeleton Army, cough*. Or you could make a Miner-Bats-Skeleton Barrel-Skeletons-Zap push. With all these cheap cards, you can make a mini-push out of anything.
Chip, chip and chip! Spam Miners and Princesses and cycle back to them. If the battle is still lasting and it's going into double elixir, cycle Miners FAST. Use the Fireball, too, and keep spamming it to the Towers, and cycling. If the battle is STILL going on and it's triple elixir time, then spam Mega Knight, Fireball, Miner, cycle. CYCLE is he key word here.
Substitutes[]
Skeletons: The best substitute for Skeletons, in the very unlikely event you don't have them, is Ice Spirit, Heal Spirit or Electro Spirit, as they are all effective, and serve the same cycling purpose.
Zap: This extremely versatile spell can only be replaced by The Log, although this serves less purposes than Zap, as it cannot target air or reset Infernos/Sparkys.
Bats: Again, it's highly unlikely you won't have this card, but the Minions are a good substitute. They also have high dps, are more spell resistant, and, although they are 1 elixir more costly, are also good at cycling.
Skeleton Barrel: Substituting it for the Barbarian Barrel is better for cycling, and it does splash, but the Goblin Barrel is good as it is also a win condition, but neither can tank a few hits as they are spells.
Fireball: If you want offensive power, take the Rocket. However, Fireball is one of the cards you start with, so you won't need to substitute it.
Miner: If you want a card that fits the mini-tank purpose, then either Valkyrie or Ice Golem is the choice. If you want a win condition, then Goblin Barrel is the best choice, or Hog Rider.
Princess: If you want anti-air splash, then Magic Archer is the one. However, if you want the Princess solely for her range, then Mortar may be a substitute. I do not recommend this, though.
Mega Knight: If you want to swap spawn damage, splash and defensive power for single-targeting, tanky, monstrous damage, then P.E.K.K.A. is a good choice.