Introduction
Hello there! Today I introduce you a deck that fares well in challenges, and has also helped me progress in ladder. This deck is fairly fun to use and is easy to get comfortable with, as all you need is to defend, cycle, and push when the time is right. Also, do get your levels up decently high, as you won't want any of your deck under levelled.
Deck Information[]
- Deck Created by: Underredded
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 13
- Arena Required: Rascal's Hideout (Wrong?)
- Average Elixir Cost: 2.8 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Rascals: Your main defense, and the staple of the deck. Use it to defend, and counterpush, if the girls live after the push, that is. Remember, the girls are fragile, so don't panic and spam everything after you place your rascals to defend, as you risk a log to your face.
- Balloon: Your win condition, but play smart with it. Don't place it unless it's double elxiir or you know your opponent is low on elixir and you want to take advantage of it.
- Spear Goblins: A cheap card used for chipping and cycling around. Also an okay air defense.
- Zap: Reset anything Inferno/Sparky, and takes out small swarms, along with so many other uses for just 2 elixir. Is overrated, but this deck just requires it's versatility.
- Ice Golem: Another really versatile card. Pair this with Zap to take out horde, and you can kite too, for 2 elixir! Another really versatile card the deck really needs.
- Inferno Dragon: A really important defense. Barely any card in the game has a high DPs apart from rascals, this is your only hope in taking out big pushes with a tank in front. Pair this with Rascals, and you got most big pushes settled.
- Skeletons: Another versatile card that makes the deck what it is right now. Costs 1 elixir, and yet can still take out a Mini Pekka with ease. Also pretty useful at distracting Inferno cards and a really good cycle card too.
- Ice Spirit: Still good after the nerf, good as a time chuffed against quick pushes and also an amazing cycle card. Though one mistake people make would be to think it does so much and use it against a mini tank. It's no longer as effective as it used to be, remember.
Strategy[]
- Whatever you do, don't overcommit on your elixir. The main aim of this deck is to make you comfortable elixir wise.
- It wouldn't hurt to try and make mini pushes all around to try to see what your opponent has. Try to bait out their spells and troops if you can with all these mini swarm troops (spear goblins) Once you know your opponent's deck, then you'll have a better understanding of what to do. Warning: this is NOT a bait deck, do not treat it like one.
- Never clump your troops in to one position. This is just asking for your opponent to get value with spells such as Arrows and Poison, as most of the troops here are fragile.
- If you know your opponent is low on elixir, do whatever it takes to take a tower. They won't be able to stop it due to their lack of elixir. Keep this in mind when a heavy troop is placed down, or after your opponent has made a big push.
Substitutions (There are almost none tbh)[]
Rascals - No substitutions[]
Balloon - No substitutions[]
Spear Goblins - Bats[]
Zap - No substitutions[]
Ice Golem - No substitutions[]
Inferno Dragon - No substitutions[]
Skeletons - No substitutions[]
Against different archetype matchups[]
Classic 2.6 Hog (Cycle)
This deck is mediocre against Classic Hog as Rascals are the only counter, therefore this deck struggles to defend against Hog decks. Still, if you play smart and not spam all your swarms, you should be able to edge out a win. 5/10
Spellbait (Control)
This deck is amazing against spell bait thanks to how cheap this deck is, allowing you to cycle to swarm counters easily. Also, the only counter to balloon in logbait is spear goblins, and even they can be easily zapped away. 8/10
Bridge spam (Control)
Things will seem all fine at first as Rascals literally dominate Ram, and Inferno Dragon is likely to get shut down by the many cheap small swarms in your deck. But later on, double elixir allows the opponent to start overwhelming you with a massive, fast paced push that will eventually take out at least one tower. What you should do is continue pressuring so your opponent lacks elixir to push, and you can hopefully get a comfortable 2 crown at least. Otherwise, prepare for an all out defense vs offence warfare. 7/10
Golem (Beatdown)
Really depends on how good your opponent is. When the Golem is placed down, push on the other side, and wait for 4 elixir for you to place your Inferno Dragon to take out the Golem. But smart players would probably go for the kill on the other side. If that happens, add your Inferno Dragon into the push and also spam as many swarms and spells as possible - do whatever it takes to three crown the opponent as quick as possible. Do that, and you'll have a good chance of beating a Golem user. 6/10
X-Bow (siege)
It depends on who us more patient,, smartness, and you have to be really careful. Even if you see a possible pushing opportunity, if you know that your opponent has an X-Bow, don't push. Wait for him to place the X-Bow down first, then place down Rascals, if your opponent uses spells, play spear goblins as backup, and once you've taken care of the X-Bow, counterpush with all your might. 6/10
Mortar (siege)
This deck is surprisingly mediocre against Mortar decks, as the deck has limited Mortar counters, Ice Golem being the only good one. Always save your Ice Golem for that, then do a Rascal + Balloon push on the Mortar after you reach 10 elixir. After that, counterpush like all hell broke lose.