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Introduction
Wassup guys, it's Thundercat3 here with another battle deck! You know, I like that intro, I think I'm going to use it from now on. Sounds like a YouTube intro.
Anyway, this deck is meant to be loosely themed off of the beach for season thirteen, but that doesn't stop it from working! It allows you to relax and take in the nice scenery of the arena while their push is desperately trying to get even 100 damage through to your tower.
Almost everything you have is great at shutting things down so they can't get any damage on your tower, with the one exception of the Goblin Giant, which is so you can get any damage on their tower. But enough talking, let's get to how to use this thing!
Deck Information[]
- Deck Created by: Thundercat3
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 13
- Arena Required: Miner's Mine (Wrong?)
- Average Elixir Cost: 3.6 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Ice Wizard: The Ice Wizard is great to shut down already weakened pushes, and it really just stops a lot of the damage from reaching your tower, which is the point of this deck. It also has the advantage of being boosted this season, which is nice if you never bothered to upgrade it much, because you didn't think you'd be using it.
- Goblin Cage: The Goblin Cage is great to distract their tanks. Combine it with anything, especially the dart goblin, and their tank will do a lot less damage to your tower. Then there is the added bonus that most tanks are slow enough that the brawler can keep doing damage with its fast move speed once it pops out.
- Goblin Giant: The Goblin Giant is great to get some damage on their tower especially if it's tanking for something like the dart goblin. After all, this deck can't be ALL godly defense performance.
- Magic Archer: The Magic Archer sneaks his way into a lot of defense decks. He is just amazing for any push without a single defined tank. If they have a giant type card (Giant, Royal Giant, and sometimes Goblin Giant) in their deck, then he isn't as great for their average pushes, but that's the only time.
- Royal Delivery: The Royal Delivery . . . is the Royal Delivery. Do I really need to say anything else? Okay, okay, I will. When the Magic Archer isn't in rotation or won't do the job, you can count on the Royal Delivery to clean up all the Goblins and skeletons in their push.
- Fisherman: The Fisherman is just for those tricky mini tanks like the valkyrie and minipekka, or even a bigger ones like Mega Knight, which is especially important because there aren't many other ways to handle Mega Knight in this deck.
- Dart Goblin: The Dart Goblin can clean up a lot of pushes, and it can also go to town on the arena tower whenever something is tanking for it. It's also great to rush the tower at the bridge, because it's so hard to react to with it's fast move speed it's almost guaranteed to get damage.
- Arrows: Last in a lot of decks, but certainly not least in any deck, it's the arrows, your tool to weaken pushes and finish off towers. It's great for the archers, the firecracker, goblins, minions . . . if I continue the list, we could be here all day!
Strategy[]
- Sometimes, with this deck, it's okay to play aggro for a push. The opponent's deck might deflect a lot of the damage, but you can deflect more from their counterpush!
- However, this is only appropriate sometimes. If they have hard counters to your aggro push, you might not have time to build up elixir, and it will punish you bad. Use this advice at your own discretion.
- I find myself constantly being surprised at what the goblin cage can do. Sometimes you don't even have to throw in that extra magic archer or royal delivery! Like with the last tip, this only applies sometimes. Particularly with medium troops that aren't quite mini tanks, but definitely not small troop swarms.








