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Introduction
This just a deck I made messing around and it turned out really well getting me to Masters I from Challenger I
Deck Information[]
- Deck Created by: Pepedafrogé
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 13
- Arena Required: Spooky Town (Wrong?)
- Average Elixir Cost: 3.8 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Mega Knight: The main win condition and a great counterattack and defensive unit
- Guards: A great tank killer and your main and only swarm
- Valkyrie: The 2nd tank and your swarm killer destroys golem pushes
- Firecracker: The ultimate air defense and great damage and does great against Lavaloon or even Lavaloonion
- Royal Ghost: A great defense against swarm great support and defense does a great bit of damage
- Dark Prince: The 2nd win condition and the ultimate splank
- Fireball: The only spell and the most versatile spell in the game in my opinion counter 3m
- Bats: Great air defense and great against naked balloon
Strategy[]
- Starting off if you want to make the first move either Valkyrie in the back or split guards so your opponent has to make a move as well never start with mega Knight or firecracker to to the fact that Mega Knight is much too expensive and Firecracker has a move speed that is way too fast for a starting move guards are and exception Royal Ghost is an okay choice to start but he attacks a bit too slow (you want something with quick first attack) and he is fast like the Firecracker.
- After your opponent makes his/her first move you want to play defense so if they play balloon which is a pretty good counter to this deck play Firecracker or bats if you want to replace Valkyrie with the mega minion but that leaves you with no cheap tank but the Royal Ghost could also be used as a tank and a tank killer. But then the Dark Prince a lot of health and if your opponent has made a crazy move like golem or 3m or even a cheaper giant or RG rush Dark Prince so they can't build a great big push.
- At the heat of the battle save your guards for their tanks like P.E.K.K.A., Golem, RG, etc. they will survive the golem's death damage and don't die to Golemite death damage so they're a decent counter, now air. To counter you really only have 2 troops to defend air the bats and Firecracker you also have fireball and can counter a balloon if timed perfectly you have the Firecracker as ground vs air and bats as swarm and air vs air try to play conservatively with these cards because you need them,
- 10-15 seconds before double elixir release the mega Knight but don't get cocky because he needs support or else he'll get melted from inferno and tank killer like the Mini P.E.K.K.A. surround with skeletons combo or the Night Witch and Ice Golem combo to defeat support him with Firecrscker or even the fireball in double elixirr you can play aggressive with dark prince at the bridge because he's quick and forces a play from your opponent that can lead to big positive elixir trades Royal Ghost can also be played at the bridge he can deal great damage for just 3 elixir.
- In overtime you cannot play Mega Knight in the back always play bridge spam during over Dark Prince, Royal Ghost and Mega Knight are all cards for over time Valkyrie and Gurds for defense Fire Cracker and Bats for Air defense and the Fireball could be used to defend or to support DP,RGH or MK to sum up Overtime you play very aggressive if you get there and want to win great deck for Arenas 10 - Challenger III in masters checkout other decks Darkloon a Freeze and IceBow 2.5.