Introduction
Ever since I unlocked the elixir pump I fell in love with the thing. I wanted to make a deck that could incorporate it but also be my favorite archetype, siege. So I made this deck and it actually turned out to be killer and is now my main deck. Who knew?
Deck Information[]
- Deck Created by: ThatOneAmerican2
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 13
- Arena Required: Miner's Mine (Wrong?)
- Average Elixir Cost: 4 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Elixir Collector: Use this card to gain an elixir advantage just because you put it down, allowing you to do whatever you want but faster and stronger. Get the X-Bow a lot faster, save more for defenses, whatever really. Its such a versatile card.
- X-bow: The main win condition. Play it at the river and chip their tower a hundred times over.
- Mortar: Use it when the X-Bow might not be a safe play, like when the enemy has their counter or its the beginning of the match. You might be surprised at the damage this little 4 elixir card can do.
- Archers: A strong air and ground defense, use it to stop whatever is coming at your towers or siege machines.
- Guards: One of the best defense cards in the game. Use these skeletons to stop hogs, princes, pekkas, ebarbs, whatever. The best part is because of their shields you can't take them out with arrows or the log, so I love using these guys.
- Musketeer: She can defend from most things and do a ton of damage when behind something. Use her to defend from anything that really needs to die right now, like a balloon.
- Baby Dragon: A strong card on defense or offense. It can take care of the minion horde with relative ease, it can defend from large groups of enemies, and it has a decent amount of health. Perfect to defend the X-Bow or Elixir pump.
- Barbarian Barrel: It might be outshined by the log, but it can actually deal with fireballies. The witch doesnt stand a chance if you also take out her skeletons right after she spawns them for a 3 elixir advantage, wizard is helpless, musketeer can't do anything, and it of course takes out goblin gangs or skeleton armies. A perfect X-Bow defense card.
Strategy[]
- Unless you can't help it, don't use the X-Bow before you can put down the elixir pump, so you can ensure that if anything goes wrong you cans still have a decent amount of elixir for defense.
- Until you can put down the elixir pump use the mortar to damage the tower. It costs a lot less and can hit the tower more reliably, so use it to sneak in a shell or two.
- Keep in mind you will almost never get a three crown with this deck. Siege machines were built to stay on your side of the arena, and playing them so they can hit the king tower will just set you up to lose some elixir. If you have already lost two towers, go for the draw.
- Once you've taken your two crowns you can play your siege machines as a defense, and mighty ones at that. A giant will take constant damage from a defense planted X-Bow, and the mortar can damage tanks and swarms behind them.