Hey kiddos, Lay / Radius Trainer here with my other guide on CRA!
This time we will talk about my off-meta deck, which pushed me from 3500 to * fanfares intensifies * 4080! What is my highest score ever! Interested? I hope so!
1-2 shoots should be all you need to gain
Easy to 3-crown
2 cheap cycle cards
Counters PEKKA and Spell-Bait easily.
4.3 AEC without pump.
2 legendary and 3 epics, a legendary is irreplaceable
Golem Lumberjack Beat
The True King of heavy slaughter and a card that I like to play with!
On the typical Golem bridge placing this piece of stone is always risky. On this deck, it is VERY risky because of the lack of Elixir Collector.
As Corrosive Logic says, "The pros often tell you things like" do not play the Golem before Double Elixir ", but the truth is that many of these pros are just hypocrites because they end up playing Golem in single Elixir .
That's right! I see nothing wrong with using Golem before Double Elixir, but do not do it when you know that they have Hog Rider or another very fast troop to put pressure on the other way.
A dream scenario to rush with Golem is when you just defended their victory condition with the Elixir trade positive, and you are on Elixir.
TL; DR – Just Your Victory Condition
Bowler – This is the card that makes this deck off-meta and unique.
This great blue guy against Barbarians, Hog Riders and Swarms!
on the righteous because even when he is under-played, he always contradicts these troops so easily!
I do not recommend using it in your Golem Push, but when you rush as for all of this, why not!
Bowler's HP is high, so do not abstain from small outbreaks such as Bowler + Goblins, when they just lost their Log to spel
TL: DR – Basic Defense, Stand By for Hog Rider and E-Barbarians.
Lightning – Spell very popular in the Golem decks.
Even after the nerve, he still does very well the case.
But when should I use it?
Three Musketeers – Lightning is so good against 3M! Remember an important rule: Value> Damage to the tower. ALWAYS Enlight the 2M channel, even when the 1M channel is more damaged. The only exception is when this Lightning finishes the game.
Elixir Collector – Lightning = R.I.P. Pump. Nothing more to say.
Inferno Family – When it's just Ferno for your Golem, use the less expensive option called Bats. But when you see the value opportunity as Inferno Tower + Wizard + Arena Tower, why not?
And the defensive Lightning? Elite Barbarians + support – boom! Easily defended
TL; DR – Use lightning to punish the three musketeers, the pumps and the underworld. The defensive lightning is also good
This map is so OP! It easily melts the tanks and supports the Golem
IDrag is one of the most important cards here, so avoid using it alone and as a starting move.
When you use it, always have Bats, Goblins or Lumberjacks
TL; DR – Tank Hunter.
Lumberjack – The second and last legendary in this game.
The best thing about Lumberjack is his Death effect, Rage, which is extremely useful in Golem push.
But remember to use it as Golem support, whose role is to live as long as possible, not like a kamikaze just for Rage the whole thing.
You can use it as a Hog Rider / Elite Barbarians counter, but Hog will always have two swings, and only LJ can not completely counter Ebarbs, you have to support him with bats or goblins. So, it's your choice!
TL; DR – Must-be in Golem push, always as a support, not a kamikaze. Goblins
After the nerve of the Skeletons, they stole my watch, my savings and my heart <3.
For 2 Elixir, they offer incredible value and create many positive Elixir crafts.
They are your principal against the Hog Ridaaaah.
To be honest, the list of what they can counter is too long! With the help of the Tower, they can counter ALL single target troops
TL; DR – Cycle Charts, Counters Hog Rider,
Bats – Another Cycle Card with a lot of positive commercial potential Elixir.
If you do not have enough lightning elixir and you have Golem by your side, use bats. the middle to distract and close the Inferno Tower.
Also, they are incredible counters for ground troops such as Knight and Valkyrie! Just remember to use them on deck to get the maximum damage
TL; DR – Cycle, entertain very well Inferno Tower
Arrows – Explicit, but there are some words to say to this
When you know that the opponent has Minion Horde and Goblin Barrel on his deck, keep the arrows for Minion Horde. Goblin Barrel can be countered pretty well with Goblins or Bowler. When the opponent has Minion Horde, and your arrows are out, there is no way to stop Horde with this deck
3:00 – 1:00
Defend and try to make a Golem push.
NEVER use the Golem as your starting hand as you could be punished easily.
As I said above, the best time to go with Golem is to defend.
When they get risky and use the Golem behind the King's Tower, show them that it's a mistake pushing with Lumberbats (it looks so cool, is not it?)  1: 00 – End
Your main counterpoint to pork is the goblins. If their fate is Zap, not Log, the game is over unless Zappy Zap is too overvalued.
Avoid excessive expenses; a 0 Elixir caught can cost you the game.
Gown Beatdown – Winrate – 80%
Who's Who another hates lvl 10 Giants at the bridge? I hope not only me. But how to counter it?
When they make their push with Giant behind the King's Tower, ALWAYS PUSH WITH GOLEM TO THE SAME WAY.
Golem is a much heavier tank, so he will live longer. Also, do not worry about spamming to counter this lonely giant, as it has no death effect and all those troops that you usually defend will go to counter-attack and crush. Pretty easy
Golem Chorus – Winrate – 50%
Their advantage is Pump, yours is Dragon Inferno
Spell-Bait – Winrate – 95%. Really.
It's so easy! Goblins, bowlers, arrows – they are all against Goblin Barrel!
My way of breaking their defense is completely spam behind Golem. If they have Rocket, it's even better for you, because you can start spamming the media again, but now the push is raged because LJ is killed. Simple!
Very important thing – When you feel "That's all, my last push", do not be afraid of Arrow Princess + Goblin Gang. They do not expect it, but it will be the final punishment to finish the game.
Lavaloon – Winrate – 55% -60%
At the attack, when they rush with Lava to the back, go with Golem on the same side. Then, place Inferno Dragon behind Golem, but as far as possible to burn the Lava Pups' mother
Then, I prefer to use Bats to counter the Pups, to have them in the offbeat, but when you can get good value from arrows, like puppies + minions, why not!
Be aware of the balloons at the bridge by pushing with Golem.
Salted Scale (Elite Barbarians and Royal GG) – Winrate – 45% -50%.
If only Ebarbs, easy enough as Bowler repaints them perfectly.
Royal Giant is a bigger affair. Use Inferno Dragon to counter RG, and keep the arrows in the case of Minion Horde, which is a fairly popular ladder card
If both, really difficult because they can always rush with RG or Ebarbs when you rush with Golem . 19659002] Good luthier
Spitting – Winrate – 100%.
Siege – Winrate – 75%
Golem is your taker of the ball .
When you know that they are If you do not know that they have X-Bow / Mortar, and after your Golem, they normally go with the Siege weapon on the opposite path, ignore the Siege, do not use the Golem before their Siege Weapon is placed
completely, let them take a ride and go to the Trade Tower.
You know why? Because after taking the opposite tower, they can either go for a crown of 3, which is almost impossible, or for that Tour lane you just took, which is almost impossible.
Go Golem after Golem, their defense is strong so a push will not usually finish the match, but chip after chip and turn will come down.
PEKKA beatdown – Winrate – 70%.
Pretty cool even though most players think that coping with PEKKA when using the Golem is a guaranteed loss.
To counter PEKKA, your thrust needs: Golem (OFC), Dragon Inferno, Lumberjack and Arrows ready to launch.
Golem attack and inflict damage, Inferno Dragon to kill the PEKKA, Lumberjack to protect the ID from the annoying chilling effect of the Electro Wizard, and arrows to protect the ID of Bats / Minions / Horde Minion. When all these things are done, this push should cut this Tower to shreds.
And that's it, guys! I hope you enjoyed this guide of more than 1600 words, and hope you will soon reach the Challenger 1, as I did with this card game! That's all on my side, now let's say it!
Hi, this is HiPeople ™ here with my second guide, X-Bow deck!
This deck has 4 spell cards, but if it’s used well, it can destroy your opponent! I was experimenting with decks outside my comfort zone (no Skarmy or Minion Horde) and I did a F2P deck NO LEGENDARY Siege that actually works!
And yes, I know from the survey, the fewest people chose Siege. (I chose the control) So let’s get going!
Salty 2v2 X-Bow Deck  Royal Clash X-Bow X -Bow
Do you think you can have an X-Bow deck without X-Bow? Only if you never play X-Bow!
This card is really epic if used correctly.
If it locks on the tower, it can be shredded to a few planks of wood.
If your opponent (s) can easily counter your X-Bow, you can use another round in your sleeve of your shirt made of salt (pun)!
The night will be a great support of X-Bow and will show other units of your opponents to see stars during the … KNIGHT
But to be serious, the Knight can shred most of the troops to his main blood, the Elixir spent on it
This card in this bridge is not for catching a spell, but for being the best support for your X-Bow.
For example, if your opponent plays a Skarmy to kill the X-Bow, your Minions will kill some small skeletons
in synergy with your knight.
Royal Clash Musketeer ” width=”70″ height=”84″/>Musketeer
The loyal Muskie can kill most air forces while being a good fireball bait.
She can easily slaughter a Boar Rider or a Small Dragon (of course, they will have damage on your turn, but better than killing her almost) and will knock out most of the other troops from a distance.
This map is your main resource if your X-Bow can not fire a single arrow on a crown tower.
If it is used correctly, some goblins at a time may visit the medieval doctor to the other king’s daughters
Freeze  Freeze may have a very low utilization rate (2.5% in Arena 11), but Freeze masters can give to their enemies (the opponent
paired with Goblin Barrel, Freeze can deal tons of damage to other Crown Towers!
The Freeze spell is also probably the most independent card in the game!
Your simple spell and your only card to stun an opponent
If you do not have a Zap / Stun card and you are trying to kill a Sparky, maybe you finally realize why This is the most used card in Legendary Arena. be the main swarm killer and a great way to kill any offensive Sparky deck!
Ball of Fire
If Zap can not kill a swarm or if your Zap is still in Level 1, and you face people with Skarmy Level 6 (Level 1 Zap does not kill Skarmy Level 11 Skarmy / Level 11), well, all I can tell you is … Good Luck
If the fireball is your only one against half of your opponent’s cards, you must learn to ride a bike or use defensive X-Bow
3: 00-2 : 00
Play an X-Bow only if you have a player who likes to play Golems in the back at 2:50.
If their tank goes in one direction, place the X-Bow on the other side to attract their eventual support.
If their most expensive card is 5 Elixir, save the X-Bow and make mini but threatening thrusts with Knight and Minions.
Keep Za p and Fireball handy with these types of players
2: 00-1: 30
This is the perfect time for X-Bow’s destroy to death. If that fails, use the unknown synergy of Goblin Barrel and Freeze for “chip” their turn.
If you know that they have arrows, prime them with Minions.
If your opponent plays 3 Musketeers or anything expensive, and you know that they do not have Swarm, Knight and Musketeer cards will make for a beautiful Tower Plower.
1: 30-1: 00
Just keep going and try to catch random cards that you do not know.
If you can not kill their turn with X-Bow, try defensive X-Bow.
If all else fails, stop using your X-Bow to increase your cycle potential. This will reduce the AEC (Average Elixir Cost) from 3.625 to 3.285714 (3 2/7).
1: 00-0: 00
It is now time to be
Shred Defend until death if you have more tricks than your opponent.
For example, against Hog Cycle, keep at least one X-Bow on the board to prevent a Hog sitting on
Watch all their troops targeting only the buildings (I see RG No. 13 skill level) and support your X-Bow with 3 Minions.
Remember, X-Bow is your only building
Another thing to watch out for is that this deck works best as a support deck for 2v2. In 1v1, any good player will shoot down your X-Bow and kill you.
Remember that your opponents also receive a double Elixir and that they can get you out of it
No matter what beatdown
Keep the X-Bow Defensive at your fingertips and the GB Freeze ready.
If they record the Go, try trolly corner placement. If they do so, make sure to punish them with X-Bow when they place their tank
Spell Bait : YOUR ZAP AND FIREBALL ARE YOUR LIFE
Zap the Gob Gang and Fireball the Princess + the Tower
Use the Knight, the Musketeer or the Minions to kill something else.
The X-Bow Snapshot and Defensive X-Bow Work Well
Use the Minions on their Siege Unit and the Knight in the middle to protect your Crown Tower.
Make sure their siege unit is Mortar, play your Knight on the other side of the arena, but near the middle to attract mortar shells.
Use Muskie or Minions to kill the Siege Unit as there is no Siege Unit that can target air troops.
X-Bow has a lot of HP. Use this to your advantage.
If you have all 4 of your spells in your hand and they are playing Hog Rider, I recommend using Freeze.
Freeze does not need to buff, it’s just underused and underestimated. Your best pork killers are X-Bow and Minions. Knight also has a good DPS
Uses only Zap, Fireball, or Defensive GB in case of emergency.
3M / 3M Nursing
Whenever they play 3M at the back , X-Bow to death.
If they play at the front, Fireball. If they have Heal, use Zap then Fireball around the same time.
As long as both spell damage can kill him, using both at the same time will kill the 3 musketeers.
Minor / Cemetery
If the Minions or the Knight are not in your cycle, well … good luck not to lose a tower. If it’s Miner alone, use Knight. If it’s a solitary graveyard, use Knight, Muskie, Minions, or Freeze on horrible emergencies.
Balloon / LavaLoon / Rodent
The seat may be the least liked archetype, but it does not say anything about how it works. As this is less appreciated, it means that it is the second most salty strategy (behind RG Ebarbs). Good luck to F2P players who need a salty deck and not yet at the arena 7
Hey what’s up guys, RohanReigns here again with another guide for you all. This time, it is the Golden Hog Exenado Bridge
Before entering the guide, I’ve quickly wanted to mention that I reached 4980 trophies, my new personal record of the past season playing on my Hog Exenado deck since I started playing at 3.2k.
Although not being the best, I consider myself a good player of Hog Exenado because I have played with a lot in scale, tournaments and challenges. I have a little understanding of the mechanisms and the operation of this deck, both in ladder and in tournament.
So I will try to explain the gameplan, the state of mind and give you some tips to play this game as efficiently as possible.
Lolman, one of our reputed guides, had already written about this card game when he was more powerful than he was right now.
But I think the meta has moved a bit right now, a lot of maps have changed stats and so I think there must be an updated guide for one of the biggest decks of all time, the powerful Hog Exenado.
So if you’re looking for a reliable ladder deck, looking for tips on playing Hog Exenado or just trying to play a new game, this guide is for you!
Without further discussion, in the bridge from the start!
Overview of the deck:
Hands in the air, this game has the best synergy in defense that any another combination in Clash Royale, the Executioner + Tornado combo!
Basically, this is a control deck where you have value in defense using Exenado and in counterattack with your Hog
play this deck as you want – control, cycle, beatdown, the choice is there
The way you play your deck depends on the deck you are facing. I will explain it in the games section below.
Speaking of the attack of this deck, Hog is your main damage dealer, but not the only one.
There are scenarios where you just have to go to the Lightning cycle. defend. Do not just rely on your pig for damage – the best tip I can give!
Due to lack of construction, this platform fights Royal Giant Lightning decks.
In addition, having three spells often brings you bad hand, where you can not play a card before your opponent (Ex: Lightning, Log, Tornado, Executioner).
Apart from that, this deck is quite solid and incredibly reliable! P
Hog Rider : Your main condition for victory.
Use it to override or crush their turn, again according to
There are few other utilities of this card besides being a condition of victory.
You can quickly drop a Boar Rider in the opposite lane to the path your opponent is pushing, to force. They can use the elixir and prevent them from illuminating your hangman.
You can even use it defensively to eliminate fast units or even take a few hits. Against decks of twists, it is vital to repel the opposite way with your pig to prevent it from building a monstrous push.
Knight: His mustache says it all. Audacious and trustworthy
Seriously this card is mastered for an elixir cost of 3.
I remember when the Knight was not used at all until the Ice Golem became nerve and Knight’s rate of use soared! Now he is in almost every bridge there!
Use it to magnify your chick pushing and defending with your hangman. That’s honestly all he can do.
Want to know the best ways to use this brave warrior? Read the Ultimate Guide to Knight Use here and thank me later! 1965
Ice Spirit: One of your two cycle cards.
Synergise really well with Hog
Tornado + Ice Spirit in defense is life saving.
My favorite thing to do with kite is the mortar target long enough to get back to a tank.
When Timed on the right, you can tornado Hogs opponents at your king’s turn without taking any shots at all.
There is already a post on Ice Spirit, so I guess I do not need to explain it a lot. Read the guide yourself here !
I prefer Goblins to Bats and Skeletons because they are inviolable and can give so much value to the defense.
Your opponent Logs or Zaps something else? Hog + Goblins the next time you push and you watch everything crash while Goblins stab all at the speed of light!
Synergizes quite well with Ice Spirit. In defense, Ice Spirit + Gobs is enough to remove a lonely Hog and even for a Giant
I like using them as a starting hand on the deck as this forces your opponent to react or take action. hundreds of damage.
Tornado: A useful spell.
Pair him with Executioner and nothing can break your defense.
Of course, you still activate your king’s tower by torning their Hog, Miner, Giant, Golem and even Balloon
A good tip I’ve discovered is activating the tower of your King with the Skeletons of the Enemy Cemetery
you use the same tile to shoot Hogs, and the Skeletons should collide with your King’s tower at least once and thus activate it.
This is really useful for mitigating most of the damage in the Graveyard. gun firing on these skeletons.
Executioner: The ultimate defensive troop!
He is by far the best splash striker in the entire game because of his decent DPS and his spell resistance.
I always recommend saving your executioner for your opponent’s main thrust and a wrong move with him can change the fate of the battle.
Your opponent has barbarians and Horde minions from both lanes
Place it in front of your King’s Tower and Tornado both in the middle. Use your Goblins or Ice Spirit to gravitate to the middle more easily.
Here’s an example of how you can handle split flares using the powerful Exenado combo.
Lightning: Your heavy fate and the secondary victory condition.
Always try to take advantage of this spell.
Do not use it with your pig stuck 1x elixir as you will not have any elixir to defend.
Against 3M clashes, you can light their Pump and Storm 3M in a way for your Exe to erase them all.
Make sure to always turn on their pump as being a control bridge, you can not or should not let your opponent have the advantage of elixir on you.
Do not hesitate to use your Lightning often in 2x elixir even if you have an elixir deficiency. You can easily win the Elixir with your Exenado combo on defense easily.
Mindset and Gameplan:
Your state of mind in 1x elixir will be to always play defensively and use your Hog after their thrust.
1x elixir is when you should get most of the damage from the tower, as it is almost impossible to 2x elixir for your Hog to be hit.
Also, 1x elixir is when you try to gain as much elixir as possible.
Always wait for your opponent to overcommit and quickly drop a Hog in the opposite lane.
NEVER overload in your Hog pushes 1x elixir. This is the biggest mistake I made later
Try to know the pieces of your pig, their main condition of victory and especially their spells.
As soon as 2x elixirs hit, you should have collected a lot of information on the deck that your opponent plays.
That’s when you decide to cast a spell or use your pig offensively.
Because you know their offensive combos, you can place your cards tactically to counter them.
For example, if their combo is Hog + Freeze, you will still want to torn their Hog after they use their Freeze and use your Goblins to counter it. If it has a rocket, you would not want to place your Exe anywhere near your Tour.
They have troops like Musketeer, Lumberjack, MiniPekka, Night Witch etc. to defend your pig, use Hog + Lightning and take them out.
To be frank, you can a little overload in 2x elixir 😉
Whenever you notice that your opponent is using a lot of elixir in no time, quickly sneak into a Hog Rider for them. to force to separate elixir in defense.
After descending their towers to about 700 HP, switch to defensive mode and turn on their turns to win!
Beatdown : Probably the easiest of them all.
If it’s Golem Beatdown, punish them hard in the opposite lane with a Hog + Knight combo. It’s almost always a trick for you.
Now, because they should have used a little elixir to defend your Hog push, they will not be able to support their Golem thrust.
Let them support their Giant and as soon as he crosses the bridge and you have Knight + Executioner in defense, take a Dog in the opposite lane.
This way, you can always defend their thrust if they decide to defend your pork. If they agree to push with Spell, your Hog should have enough damage. Win-Win in any case!
In 2x elixir, you can run two Executioners and it’s always an easy defense
Make sure you always push them into the opposite lane with constant Hogs when they try to push. 19659006] Royal Clash Royal Giant Against the Royal Giants
They might bother you to be honest.
Register your Executioner Combo and Knight for their Royal Giant and this is only possible if you avoid over-engagement.
Do not play your pig in the opposite lane after dropping his RG. Defend first. You should now push a Knight + Executioner into a lane
You’re going to play your Hog in the same lane, is not it? Well, it is not always a good idea. 9/10 times your opponent will use his Hog Counter for the Knight + Exe combo, and when they do, it’s time for a Hog in the opposite lane.
And now you have the plan, rinse and repeat.
The exception is when they play on a Spell-Bait RG deck. If that’s the case you’ll still want to use your pig in the same lane after defending with the knight + exe combo.
Connect their goblin guns. Use your hangman often to get the benefits of elixir. Turn on their hellish towers to let your pig pass
It’s about building an Exe + Hog push with Lightning ready.
There is a good chance that your pig will connect in turn and inflict insane damage if you succeed.
Against Siege Bridges
Exe for his siege weapon and Knight to tank, always.
Push the opposite way with your Hog after defending.
Sometimes you can use your Lightning to face their siege weapon and get free damage on their turns.
Against the Graveyard Decks
Be sure to always turn your king’s tower around using the trick that I mentioned above. After that, your goal will be to never let their tank cross the bridge
In this way, their Graveyard will do Zero damage.
Some Additional Tips:
Against Spellbait, You Can Use The Journal Offensively And Use Tornado If They Have A Bowler Or Mini Pekka As Hog Markers, You Can Drop A Lone Knight On The Bridge To Imitate a Hog push and most of the time, your opponent will use his Hog counter in this way. It’s a simple but effective way to surpass your opponent.
Sometimes it’s a good strategy to use your Hog behind the King’s tower. This helps you to get back to your Hog faster and so, to outsmart your opponent to say it.
Against Beatdown Decks, drop your Executioner on the back before putting pressure on the other way with your Hog. Execute a card faster.
It is better to drop Knight on the deck after removing the collector. In this way, you can enlighten their collector, their turn and the troop that defends your knight. You can also do that your Hog but it’s a bit more risky.
Hey guys, what's up! That's Cow (known as Cow FTW in the comments) here for my second deck guide!
This is a deck that I am very proud to share with you! It's an awesome giant graveyard that has made me climb over 400 trophies to Hog Mountain and my giant is only level 5.
This cemetery deck is amazing no matter what. # 39; arena in which you are located because there is no legendary other than Graveyard
I got the Graveyard before the buff and I started looking for a good Graveyard Deck that I could use. I found this game, made some adjustments, and I immediately fell in love with it! I will now stop declaiming will stop and pass to the guide
New Giant Cemetery Plateau
Giant – Your main tank and half of your victory condition!
Place him in front of weak troops for a strong backlash and to inflict great damage!
For 5 elixir this guy has crazy hp and good DPS and when paired with the graveyard, makes a deadly combo for only ten elixir!
Even though the graveyard is your main dealer of damage, this guy is great at doing damage when paired with other troops.
It synergizes very well with the graveyard In addition to the Bowler, however, this deck does not have any splash damage, so it is important that you pair it with a spell or an air targeting troupe
Cemetery – After the change of balance, the Graveyard was polished and nerfed simultaneously, but, in my opinion, the Graveyard is better loaded.
Even though the Graveyard does not dominate the meta as it has already done, it is still a pretty good victory condition.
Your main goal with Graveyard is to do damage (Duh!) But you can also play it as a pocket card, keeping track of their graveyard markers.
Then at the right time you can place in the chariot, then place the Graveyard, and if left ignored, can easily take a turn.
pity, never use it alone or it will be very easily countered and then your opponent can cons push with the remaining troops.
It is important for you to know when to place the Graveyard, because if you place the Graveyard and leave without an elixir, the opponent can counter it easily and counter-attack, inflicting massive damage.
Skeletons will not touch the King's Tower if you place the cemetery like this. ” width=”70″ height=”84″/>
This guy is awesome in this deck and perfectly suits his ability to defend while having so much health, his punchy attacks, and his synergy with Giant and Graveyard make him a perfect match for him in this game.
There is an impressive map in the scale that dominates so many popular victory conditions, including the Elite Barbarians, Hog Riders, X-bow, and many more. 19659002] He is a key defender in this game but he is also one of your tanks for the graveyard.However, when forced to choose between Giant or Bowler for a blitz, use the giant.
Mega Minions – One of you 2 units Mega Minion is mainly used for defense
Despite its good HP, I would not use it as a tank for the Graveyard unless you have nothing to do with it. other in hand.
He is awesome in the giant push, taking out the tank killers and if left ignored, can inflict devastating damage behind any tank
Musketeer, this card you have all these arenas early and replace quickly.
But why use Musketeer in this bridge? There are so many other options why this map?
Here's why: Unlike Electro Wizard, Baby Dragon or Night Witch, Mousketeer provides the necessary air DPS for this slot. It provides a second option for air defense, allowing you to use your Mega Minion offensively. ” width=”141″ height=”169″/>
Goblin Gang is pretty self-explanatory. Use them to defend against hard hitters, encircle splash attackers, collect a certain amount of damage as a Spear Goblin throw, get damage, and the list goes on.
When using Goblin to defend yourself against Barbarians, Prince or Hog Rider, shuffle the placement so that if they play a Prediction Log, it will not affect anything.
Zap – Your light spell.
Use it to remove swarms that will kill your Giant or Bowler, protect your Graveyard, or reset this Inferno. Tower
Now I'm using Zap instead of Log because it can hit Bats, which is a tough counter to Bowler, Giant, and Graveyard.
It also gives better protection against Inferno Towers, which poses a big problem.
Ball of Fire – Your heavy support spell.
Use this spell to take troops next to the tower or finish the tower itself
Even though there is a lot of synergy between Poison and Graveyard, I've chosen to do it. use Fireball for a reason: Minion Horde.
Minion Horde is super difficult to handle in this deck.
Now, even if Poison is able to counter Minion Horde, he takes it
3: 00-2: 00
Early in the game you should mostly defend.
Use Bowler, Mega Minion, Musketeer, for
Do not be very aggressive with the Graveyard, unless you punish your opponent for the use of Elixir or you have big counterfeit with Bowler or Giant to tank.
It's very important that you save Elixir for a Giant to counter the thrust, but make sure you do not do a lot of damage.
2: 00-1: 00
Now that you have defended, it is time for you to start becoming more aggressive. Slowly rolling a Giant in the back to make a big shot of Graveyard is ideally what you are aiming for. 19659002] Now, you should also know some of your opponent's graveyard pieces, so keep them and adjust to how they push back.
He uses Minion Horde to counter your Bowler? Keep the fireball ready next time.
Keep defending yourself, but now start counter-attacking more aggressively, using the graveyard more often.
1:00 – End
Now you are going to start getting really aggressive, setting up a strong defense, so you can fight off with Graveyard for damage.
Now you will use Graveyard on the pushing pawn, trying to get damage.
Keep being aggressive but do not get caught Elixir Less or your opponent could easily squeeze you and grab the win.
Keep on pushing with Giant + Graveyard if you are an opponent
Not very difficult.
You have a Goblin and a Bowler with Mega Minion to face the Boar Rider.
If you place a Launcher directly in front of your turn, it only allows you to hit the Knight in turn.
Even with a tank in front of the Hog Rider, Bowler still works like a big meter.
If you do n eed to counter the Hog Rider with Gang Goblin, make sure you have another counter just in case your opponent logs on.
Giant hard blow
Use your dealers of damage!
Because the Giant is not very heavy, you should not punish with a Graveyard Giant pushed when the place is giant because your opponent would still have a lot of Elixir to counter it and then he can make a strong counterattack.
When defending, place Bowler so that his attack can go through the Giant and hit the supports.
However, you will need something more than Bowler to shoot down the Giant or it will do a lot of damage.
When you face this match, in order to be damaged,
When he hits a double Elixir, do not be afraid to stack all these troops defensively to take their Giant and take as little damage as possible.
Use Fireball + Zap to release pesky support troops if needed.
Punish them for using Elixir!
I can not emphasize it enough, you have to punish if you want to inflict damage.
Punish them when they place Golem or Elixir Pump
If you have already damaged a tower and your opponent places a Pump on the other side, then do not bother Graveyard by pushing on this turn just Fireball
Use Mega Minion and Musketeer for Golem and Goblin and Goblin Gang for Support Troops
A tough fight
to have Log, it ends up being a very close match.
Use Gang of Goblins to face the Cannon and Bowler for Knight + swarm push.
There Inferno Tour is a pain to deal with, so you can try to pry it with a Bowler pushing pawn or just place a few tiles in the graveyard to distract him
Bowler is awesome when it comes to Swarm maps, but do not give them value, like tower + bowler. If you can avoid their Inferno Tower, it's an easy match.
"If you deploy the Bowler immediately when Goblin Barrel's shadow strikes the river, the Bowler can kill all 3 Goblins at once." – Ash
Not very difficult if you play well but you are almost sure to take damage.
Ideally, when they pump, you must place your Giant in the back and slowly launch a Graveyard Push, take out their pump.
Bowler is able to take care of both Musketeers while Goblin Gang or Mega Minion can cope with others.
Because you do not have air targeting splash damage troops in this deck, pay attention to what you are throwing the fireball because Minion Horde could take away any your push for a massive positive Elixir exchange
A hard makeup but once you understand this deck, you can easily win
This is a fairly diverse variety of matchups as it could act from Mega Pekka to Mega Balloon so many against the Mega Knight.
Square Bowler in such a position that he is able to hit the Mega Knight and the support troop.
Use Mega Minion or Musketeer to skin it slowly.
You can place the Goblin to defend it as shown:
Other Cemetery Decks
Use Mega Minion or Musketeer for the Tank and Goblin or Bowler for the Cemetery
When they run Poison, against Cemetery with Bowler, then make an aggressive counterattack because they will be down on Elixir.
It all depends on what the Graveyard Deck is …
If that's the Graveyard cycle, then p Drop your deck as a giant beatdown, and then reveal Graveyard the last second and try to get the win.
If it's a graveyard beatdown and they're using a heavy tank like Golem, punish them when they place it and defend it.
Well that's all! Thank you for reading and I invite you to try this game no matter how stupid it looks!
If you have any questions or suggestions, share them in the comment section below!
Hi guys! That's NebulaNoodle back again with another bridge guide. Here is a small eccentric Miner token control deck that I want to show you all that I just said about Deckshop Pro for friendly and tested challenges and battles, it's actually a very fun game to play! Sit back, relax, and enjoy my guide!
Note: I'm not sure anyone ever made this deck or something similar, tell me if it's not my creation
Poison: Amazing Synergy
Poison is never an unsuited in a Miner deck.
The quite large AoE kills any swarm (as well as seriously damaging the glass cannons) that are attacking your miner. It's as if these two cards were made to be together!
At the tournament standard, Poison deals 600 damage to troops / buildings and 240 damage to Crown towers, just for the record, so keep that in mind.
Defensive Poison against opposing air / land swarms like the Princess so your Inferno Tower can do its job!
Princess / Ice Spirit / Ice Golem at the # 39 back
Fire spirits at the bridge when they reach the tower
* As you can see, there are many good opening moves!
At the beginning of the match, you will want to start with
Do not play too aggressively, it is a challenge deck and you will slowly crush the opponent's tower on a longer period of time than a match of scale.
Expect large pieces of damage in one push, instead make mini-thrusts with the Mi ner and Skeletons Barrel / Fire Spirits / Princess
You will want to save your spirits for the defense and / or cycling.
Do not go with Poison too early in the game, but do not be afraid of If your opponent is pumping, because this deck contains a lot of fragile cards and you rely a lot on your Inferno Tower.
Same concept with a tank, you should go very hard on the opposite track if you see a Golem or something else.
Slowly launch the opponent's tower while trying to take as little damage as possible. Especially against the same type of archetype (chip control), you will want to try to do very little damage.
Stay patient early
Most of your games will end in 1-0 or 2-1. Otherwise, it's probably a loss.
Around the middle of the game, you may want to have reduced the tower to a little more or about half of the health.
more Miner Skeleton Barrel Poisons because you do not want to have any damage!
This deck is a bit short in attack, you should try to ride a bike, bike and combo, inflicting 300-400 damage each
You can try using Skeleton Barrel on the bridge when your opponent is too fast.
Remember that your deck is very cheap, so you should get out of most decks, which is good because and they will be forced to use a less than optimal card and you will get more damage.
When they use this card less than optimal, they have somehow wasted this card, so you should take advantage of this and the place down of a card you usually know to be countered by the map.
Keep from but you need to know when it's time to let your ride go.
Do not waste Elixir trying desperately to defend a massive push, go to another Turn. Chances are that the opponent will not have much elixir to defend your quick push.
In the late game / OT hold the pressure down
Do not overload because if you do not do Elixir to defend a big push, you're screwed enough!
Your mini-pushers should not cost more than 6 Elixir
Always save at least 5 elixir to defend, because it's like that an Inferno Tower
You may think that there is no small spell in this deck to finish a Tour!
Well, you have Miner that's pretty good, as well as Poison that deals big damage to a chip. Tour by itself.
Cycle of skeletons with the minor.
Match with the others:
Golem: Match medium to medium
It's going to be hard, but don n Do not give up! Try to get 2 Inferno Tours in the field because this bridge turns like a beast. It is difficult for them to get Lightning value because you have a lot of spongy troops. Do not let them gain an Elixir advantage or you're … yeah … pretty much toast. This deck is based on having Elixir to defend by attacking with small thrusts.
Giant: Medium Fighter
Like Golem, except The Giant has less health, so you should not have need to spend as much elixir in defense and you will have an Elixir advantage to punish hard.
PEKKA : Easy Matchup
Inferno Tower Screw on PEKKA, and you have so many small defensive troops that you can come back so quickly. Bats will work very well on back-end support troops. Be careful though about Executioner. Maybe use Skellie Barrel on defense to distract.
Royal Giant : Easy to medium game.
Inferno Toweerr !! And if they have Furnace, make sure to have a princess splashing these spirits and the furnace. Beautiful
Minor Poison : Medium height
Do not worry about following the cycle, because you will do it. Concentrate on inflicting more damage, as they will probably inflict damage at the same rate as you Splashnado: End of the game.  Do not even try! This deck does not have a reliable Graveyard Defense and splashing troops (Baby D, Exe, Bowler) will completely destroy all of your tiny troops. The princess will probably be killed by Poison so do not count on her. It's just honestly unfair. Overall just a big big pain in the $$ if you face Splashnado.
3M: Match of average.
Poison works very well. Few people use Heal but be prepared if they do! If they heal, quickly return to another Poison, there is a good chance that they have not recovered their Heal. Also poison their pumps, do not give them Elixir benefits! Bats work well against Ram. Most 3M decks do not have a medium / large spell so this should be good for you, hold them if you need them
Hog: Easy Matchup
If they have small units that distract your Inferno Tower, just put Princess! It will be very difficult for them to have damage, they may have to resort to Fireball / Rocket cycling. In this case, the pressure is strong with Miner. Their Cannon / Tesla will not help
Lavaloon: Medium clash.
Inferno tour! The princess will shine against the Minions / Bats during their attack. Bats will also help well. Make sure the opponent can not enlighten the computer and the princess. The Lightning has a radius nerve so it's good for you.
Knight Mega: Medium clash.
Tour Inferno nicely, but watch out for things like Giant or Balloon, while supporting the MK.
Bait: Medium Clash
This is not too hard, as you've fact. Princess. Plop her on the opposite path and watch her kill all the swarms! Try to do a minimum of gun damage. Watch your ride, make sure it's not in the Rocket Cycle range!
That's all guys, I hope you enjoyed this crazy guide to 1800 words! Give a shot to this game Miner. Stay tuned for more guides from me. But that's another time! See later, adios de NebulaNoodle!