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Introduction
Hello.HuloXez here.I am once again here with a deck.(My 3rd deck on this wiki).This is a Siege Deck Archetype as you can see.My friend created a Siege Deck and I modified it.
Deck Information[]
- Deck Created by: HuloXez
- Minimum Recommended King Level: 7
- Maximum Recommended King Level: 12
- Arena Required: Spooky Town (Wrong?)
- Average Elixir Cost: 3.1 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Ice Wizard: Everybody Chill.This Wizard will slow everything down to buy your troops or the Princess Tower more time to take out an unit or the pesky Golem.The Ice Wizard shines on defense if accompanied by the Princess Tower.However, on Offense, not so much as it deals very little damage.
- Mortar: As you know this is a Siege deck.So you should know what this does right?No?Ok then.The Mortar is your win condition.It can wreck an tower if left ignored.Because of that, your opponent would try to counter it.That's why you need to support it and keep it alive to deal as much damage as possible.
- X-bow: The X-Bow is another win condition for this deck.It does have very little damage but has lots of it.The X-bow can single-handedly take out an tower.It just shoots way too many arrows and it doesn't even matter that they do only low damage.Try to counter YOUR opponent's counters to the X-Bow.As this is an Siege deck, you should try to keep it alive to destroy the Enemy Tower on your side of the Arena.
- Fireball: The Fireball.Very versatile and anyone can have it as it is your starting card.The Fireball can take out units with medium heath.And, as a bonus,try to clip the enemy tower if your enemy places an troop near their Princess Tower.If your opponent also plays pump, then Bingo if you hit all three!P O S I T I V E.E L I X I R.T R A D E.
- Ice Spirit: This frosty little spirit finds its way into almost every deck! It can splash,freeze, and used to tank an heavy hitter like an Sparky's shot all for 1 elixir!Due to its freeze, if you plant the Ice Spirit fast enough, it will freeze the Sparky, causing it to recharge and buying your Tower more time to chip away at it!The Freeze mechanic can also stop charging units like the Battle Ram or the Prince.
- Skeletons: Meet Larry, Terry, and Gerry!These little skeletons can be used to cycle your current hand or be used on defense!Although they do little damage and are very fragile, they can deal massive damage if accompanied with an tank.It can also be used to pull units like the Mini P.E.K.K.A. to the center for your Princess Towers to take it out.P O S I T I V E .E L I X I R.T R A D E.
- Archers: Two Archers that can apply chip damage to your opponent's towers.It is very handy on defense as it is ranged and you can counter the Baby Dragon for an positive elixir trade.It can also counter the Graveyard, even if it there is an Ice Golem to tank the Skeletons.
- Knight: The classic mini-tank.The Knight is very tanky only for 3 elixir!You can use the Knight to counter the MEGA Knight, which does medium damage but not enough to take out the Knight.Because the Mega Knight has splash, it is best to place your troops behind the Mega Knight so it wouldn't splash onto it.He is pretty handy defense.Not bad for a 3 elixir card.
Strategy[]
- If your opponent rushes with an Mega Knight, it can be difficult to counter.You can counter it with a Knight and Skeletons.When the Mega Knight locks onto the Knight, place your Skeletons behind the Mega Knight so the Mega Knight's splash attack won't splash onto the fragile skeletons.
- Try not to place an Mortar and the X-bow together or close together.If your opponent has Rocket, the Rocket will take out the X-Bow and the Mortar, and you won't have enough elixir to defend your opponent's push.
- Your placement for the Mortar is KEY!Utilize the Mortar's blind spot to your advantage so when you place an Mortar right at the Bridge and your opponent places an troop close to the Mortar, it will ignore it and attack your enemy tower.Usually, when this happens, your Mortar will get 1 hit on your opponent's tower.If you opponent reacts too slowly, it will get 2 hits on the tower.That's some chip damage right there!
- If you opponent plays an Baby Dragon to apply some chip damage to your Princess Tower, you don't want to place your Archers right next to your Tower.It will just splash onto the Tower along with the Archers.That's why, you could try an Advanced Archer Pull.(AAP).Plant the Archers slightly on the left lane(4 Tiles away from left, 5 Tiles away from right) and your left Archer will wander off for an moment, while the Right one attacks the Baby Dragon.Then when the Dragon comes close enough, the left Archer will react to it and avoid the splash damage.This will completely stop and Baby Dragon for only 3 elixir when the Baby Dragon costed 4.
- The Ice Spirit can Freeze enemies for 1 second when it jumps onto your opponent's troops.Due to the 1-second Freeze, stop dashing units like the Prince or the Battle Ram so the damage it deals onto your Tower doesn't multiply by 2.Make sure your Ice Spirit is not underleved.If it is level 10, then it can tank 1 shot from a Baby Dragon,Witch,Musketeer,Executioner,Giant Skeleton,Minions,Archers,Princess,Ice Wizard, Miner,and the Bandit before freezing them.If it is underleveled, then it will just die immediately and will NOT freeze them.








