Ultra Mega Powerul giant bridge
Hey guys, HS aka derpy boy here, introducing you to another guide! Here Ultra Mega Powerul giant bridge.
This deck contains Mega Knight, so some of you might think this game is boring, but I assure you this is not the case! This deck is lighter than Mega Knight P.E.K.K.A and slightly heavier than Mega Knight Miner.
Introducing the GIANT Mega Knight (happy medium).
- Packs a lot of punch
- Not so difficult to use
- Kills the seat, and has a bit of advantage over the control
- A little weak against other beatdown decks
- Quite heavy
- Easy to get stuck in a bad cycle
- Legendary Heavy
The Mega Giant Deck
Have you ever tried using a Mega Knight deck without Mega Knight? It’s pretty hard to do that in my opinion.
This guy does a lot of things in this game.
In defense, his spawn damage helps clean the glass cannons. His splash attack takes care of several cards behind a tank, or alone. It can also be used to eliminate a headquarters building, but Giant is better at this.
At the attack, he cleans the way of Giant and himself. He is also able to kill Inferno Tower (if supported by Zap). But try not to use it, especially in attack because it can not hit the air and costs 7 elixirs.
He is the main attack card as he is very tanky and targets only the buildings!
It should be mainly used to tank other support troops, such as Mega Knight and Electro Wizard.
It can also be used to ride a bike and rush it is so cheap! This makes it safer to play than a P.E.K.K.A or a Golem.
Of course, you can always rush with a single Bandit, but he’s a lot more tanky and powerful, just for 2 more elixirs! Do not use it to defend, however
It is quite useless in defense because it does not target the troops.
Your main damage to the dealer until the last minute (of course, it can also be used at the last minute).
This card offers a lot of value for 3 elixirs, and it combines very well with Mega Knight! In fact, it’s in all the MK decks I know except MK Hog and MK Balloon.
She should mostly be used at the attack because of her shooting ability, but she is as good in defense!
Do not let the swarms kill her (Skeletons, Gobs, Witch, etc.), and everything will be fine.
This guy has He has retained the title of “best legendary card” since 1990.
Even after the nerve, he is still good because of its “amazing” ability to slow down and reset troops for only 4 elixirs! Unlike his Ice Wizard brother, he can be used in both attack and defense!
In defense, it can be used to close swarm cards with spawn damage, and kill medium-sized troops, such as Hog Rider, Mini PEKKA, even a knight!
In attack, he will be your reliable Inferno Dragon / Tower marker
He may also serve as a Minions / Bats marker, but I do not recommend it.
He will be your tank killer in this game! Since nothing else in this deck is causing much damage, it will be vital against clashes.
If they use a Giant / Golem deck, you should not use it except in defense.
If they play PEKKA / Mega Knight, things get interesting.
You can actually use it in attack! He can actually kill them because of his damage, but you should not rely on this combo because it can easily be stopped by a single Electro Wizard, which many people use.
So desperate, he can even kill a Hog while taking only 3 to 4 shots! But I do not recommend it because there are better options in this deck
The Key to making this super heavy deck work!
If ignored, this card generates an Elixir advantage! It forces your opponent to react quickly, while generating free Elixir! That sounds wonderful, is not it?
But beware, this card costs 6 elixirs, so follow these rules when you want to drop this card:
- You must have at least 9 elixirs.
- You know that they can not rush you because they’ve just used their win condition (like Hog Rider), or dropped a support card at the back.
- You know that he can not just destroy it with a spell
- You have a perfect hand to defend.
Rule number 3 may be broken in some cases, for example when your opponent has a much faster cycle, or when you want to catch his big spell. It also ruins their game plan, so it’s not a total mess.
And if your opponent does not give you the time to drop one, I’ve won a lot of games without losing a single Elixir Collector!
Clearance of the swarm.
Use it against the gob Barrel, Minions, Minion Horde, etc.
Unlike arrows, you can use it in various situations. For example, you can stun their Troops / Inferno Tower to give you that precious benefit! 0.5 seconds is longer than you think! Of course, you can also erase swarms with this.
Passively playing is the key here
Your job right now would be to make positive Elixir trades.
Play lone Bandit to understand the general type your opponent is running, and to know what your opponent would use to counter Giant + MK
You can make Elixir positive trades with the Elixir Collector (protect at all costs). Make sure to follow the 4 rules of Elixir Collector that I mentioned above!
As for the baiting of their pawns (Inferno Tower / Dragon, PEKKA, Mini PEKKA and other high DPS troops), attack by counter-attack! let’s say you defended a Hog push with Ewiz and Bandit. Just throw a Giant to form a powerful push!
But do not use MK to counter the thrust because it’s too risky, and it will explode your surprise factor.
If you succeed in understanding your opponent’s pieces, try to think of how to counter the counter (pun intended).
If your opponent’s high DPS troop is PEKKA, then I’ll drop an Inferno dragon instead of ewiz behind Giant + MK. If it is Inferno Dragon / Tower, try to make sure that ewiz locks on it
But do not put these actions into practice until the timer has reached the Double Elixir’s time.
Second Minute:  You should make positive trades, perfect your cycle, and generally prepare yourself for the massive push that will end your opponent at this minute.
You can still install pumps if you wish, until 1:30. As for the cycle, your favorite cycle would be something like this:
Giant (to be placed at the back), MK, ewiz, spell, bandit, etc.
Do not forget to bait their chips! 19659002] You should also have done some minor damage to be ready if your push fails. When the clock hits 1:10, put a Giant at the back, the side you are defending
Last Minute – Overtime
It’s time to release the beasts!
slowly put the brackets behind. But be sure to be slow because they could rush while you spend all your elixir on your thrust, or you could open a chance for a valuable spell.
After your thrust passes the bridge, drop everything!
They should have found their chips now, so play according to the situation.
If your push does not remove the tower, no worries! If their HP Tower is around 400, just defend and spell the cycle.
Otherwise, go into overtime and use all the positive Elixir exchanges you made very early!
Normal Poison Minor
If your opponent used a Minor and did not drop an Elixir Collector, there are good chances that his counter is Inferno Tower, which is not easy to remove
Inferno Tower completely kills Giant, so you should not expect a crown before Double Elixir.
The defense part is easier. Use your Bandit to protect your Collector Tower / Elixir from his Miner, use Ewiz for Bandit and you should be good.
When you hit Double Elixir, try to stack troops so that your ewiz is not distracted by anything.
Since they must rely solely on Inferno Tower, Ewiz locked on it is automatic three crowns for you. But if they are really good at stalling your Ewiz, then you may have to play for a draw
PEKKA Minor Poison
The One This is a bit easier than the normal variant because of how Giant just ignores PEKKA and deals damage to Tower. Play it as the normal variant, except that you will instead rely on Inferno Dragon instead of Electro Wizard
Siege: a piece of cake. You have 2 strong markers to besiege; MK and Giant. These cards are rather heavy, so be careful when placing your Elixir Collector (you may not have the chance to use it at all!), And it will be an easy win for you.
Even easier than the siege!
You have 2 spells, leading to massive positive Elixir exchanges (ex: Gob Gang + Barrel- Zap + Arrows = + 1 exchange!
Regarding the attack, play the same way as The Miner Control (Inferno Tower).
If it’s the MK variant, space your troops so that it can not eliminate all your thrust.] Three Musketeers
Not too popular nowadays, these girls can be a threat to your shot because you can not kill them directly with a spell, and they carry as many DPS! 19659002] In defense, it ‘s really easy.Mk on the 2 Musketeers, and use the rest on the other
This match is not too hard, try to get some damage from the beginning and you could even win!
P hard, half of your deck is an opponent to Hog and they probably will not have a reliable tank killer in their deck, thus making your push unstoppable.
Use Ewiz for Hog, and Bandit for media.
If they urge you, you just have to defend with a Bandit to create an Elixir advantage.
They would still have an advantage over you because of the amount of health of the Golem compared to Giant And this deck can not Do not rush, so put Inferno Dragon / Pump when they use their Golem.
Then their thrust crosses the bridge, drops MK on their support troops, and Inferno Dragon on the Golem.
The attack would not be too hard since Golem decks rarely use a high HP and DPS troop, so always try to do more damage than them.
If it goes into overtime (1-1) which is pretty common (so expect this situation and inflict damage in both rounds), become aggressive in the center, use MK, Bandit, Giant to your advantage  It’s OK to lose in this match
Well, that’s pretty much all about this card game. This deck has always given me easy wins, and it’s frequently used by binders! I hope you get victories with this game! Have a clashtastic day!
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