AI Overview: This Giant Furnace deck averages 3.6 elixir and plays as a control deck with an Inferno Tower. The Giant’s best list wins 71.6% with no 2026 change, and Furnace lists reach 72.1%. Numbers were pulled from the October 2026 card data. The official card list supplied every cost.
Last Updated: October 2026
Key Points:
- The deck costs 29 elixir, which is 3.6 on average, with two buildings and one tank.
- Giant had no 2026 change, and his best list wins 71.6% over 587 battles.
- Furnace range fell from 6 to 5.5 tiles on June 1, and its best list wins 72.1% over 1,100.
- Fireball lost Crown Tower damage twice (207 to 172 to 159), and its best list wins 60.4%.
- Valkyrie base lists win 47.8% or less, so she is the first card to question.
The Giant Furnace List, Priced Card by Card
Those levels belong to the old system, so skip them. What still matters is the shape: a Giant push fed by Furnace Fire Spirits, with an Inferno Tower and Mini P.E.K.K.A holding the line.
| Card | Elixir | Job in the deck | 2026 status |
| Giant | 5 | Tank for the counter-push | No 2026 change; best list 71.6% over 587 |
| Furnace | 4 | Pressure and defense building | Range 6 to 5.5 tiles on June 1; best list 72.1% over 1,100 |
| Mini P.E.K.K.A | 4 | Tank killer, defender | No 2026 change; best list 60.6% over 1,100, only one of six above 50% |
| Valkyrie | 4 | Splash defense and support | Evo tornado damage halved in August; all eight base lists 47.8% or less |
| Fireball | 4 | Single burst spell | Crown Tower damage 207 to 172 to 159; best list 60.4% over about 4,700 |
| Zap | 2 | Cheap reset spell | Crown Tower damage 58 to 48 on June 1; Evo Zap 77.0% over about 1,000 |
| Inferno Tower | 5 | Defense building against tanks | No 2026 change; best list 65.8% over about 3,000 (LogBait) |
| Ice Spirit | 1 | Freeze and cheap cycle | Hitpoints 230 to 215 on August 4; every printed list 56.7% or more |
The table prices the cards and shows how each looks in October 2026.
Two buildings and a single tank make a deck that is hard to run out of defense but slow on offense. The negative effect: if the next patch trims the Furnace or the Inferno Tower, the control plan loses a key building, and the deck has little else to take a tower.
What Changed in 2026
The Giant and Inferno Tower had no 2026 change, and the Furnace lost half a tile of range. Fireball is weaker against towers, 159 instead of 207.
A Furnace can tank a Hog Rider with small backup troops. Those placement tips are about positions, so they age better than the level advice.
Valkyrie is the weak link. Her base lists win 47.8% or less. The Mini P.E.K.K.A has a best list of 60.6%, with only one of six printed lists above 50%. Ice Spirit remains steady, with every list at 56.7% or more.
Card pages: Giant, Furnace and Inferno Tower.
A control deck wins by making few mistakes. The negative effect: if the opponent pairs Lightning with Rocket on the buildings, the deck can lose both of its key defenses in one cycle, and the Giant push has nothing left to support it.
How to Play It Today
If your hand has the Giant, Mini P.E.K.K.A and Ice Spirit, and the opponent plays something that costs 4 or more, push at once with those three. The push usually dealt at least 1,000 damage, a claim from his own games.
Matchups. Inferno Tower with Zap can stop a whole Sparky push if the Zap lands just before the shot hits. Valkyrie handles Goblins and Barbarians that chase the Giant, and Mini P.E.K.K.A comes back after killing a Hog or Giant to start the next push.
Translation: place the Inferno Tower in front of the Furnace so swarms cannot distract it. Zap right before a Sparky shot hits the tower. Use Ice Spirit to freeze a tank when the opponent zaps your Inferno Tower, and pair it with the Mini P.E.K.K.A for a fast push.
Elixir math: the Giant and the Inferno Tower take 10 of the 29 elixir. The other six cards average 3.2, with the Ice Spirit at 1 elixir cycling back to the Furnace.
Try it yourself: send Giant Furnace Deck to the Clash Royale Deck Builder and tweak it to fit your levels. The average cost is 3.6 elixir; as a classic list it carries no 2026 win rate.
Building decks have a known weakness to spells. The negative effect: with Fireball and Zap both weaker against towers, this list may take longer to finish, and a patient opponent can wait out the first push and counter.
Frequently Asked Questions
Is Giant Furnace good in 2026?
Giant’s best list wins 71.6% and Furnace’s best 72.1%, but this exact list has no tracker sample, so read it as direction and test the Valkyrie slot first.
What is the average elixir cost?
Add the eight costs and you get 29; that is 3.6 per card.
Did Furnace change?
Yes. Its range fell from 6 to 5.5 tiles on June 1.
Why Fireball and not Poison?
Should the old card levels be used?
No. The old minimum levels belong to a system that has since changed.
Original Guide, Kept in Full
The text below is the original page, kept in full. It was written between 2016 and 2024, so some details are out of date. The tips and numbers above use 2026 sources.
Hey, Cory here. You might recognize my name from moesports. Today I’m going to show you a Giant Furnace Control Deck that got me to Legendary Arena as a level 9 player!
Giant Furnace Control Deck for Arena 8 and 9
Giant (lvl 6 min.)
Yes, the Giant is very hated right now, but you should try it out. It’s got great health and DPS for just five elixir, and can make a defense into a scary offensive push. I put the level as level six because you any level below that just isn’t compatible with the high levels found in Frozen Peak.
Furnace (lvl 6 min./7 recommended)
The furnace is a very underrated card. I put six minimum because I believe you can reach legendary arena with a level six furnace; however, a level seven furnace is best in Frozen Peak, to get some chip damage against level nines. The furnace is great for pushes, because of a good flow of fire spirits deriving from it, and is surprisingly good on defense too! A furnace can tank a Hog Rider + small backup troops (like Goblins or Minions). I like to place my furnace a tile in front of my crown towers, and centered towards the middle. This allows it to pull any Giants or HogRriders.
Mini P.E.K.K.A (lvl 6 min.)
Mini P.E.K.K.A is one of the best defensive cards in the game. It can be used efficiently to take down any tanks and hog riders. Paired with the right cards, it can also be used to take out back-line support and both Princes. It’s a great match for this deck too, because it strives for the counter push, and the Mini P.E.K.K.A is great for that. Coming back after taking down a Hog or Giant, you can plop a Giant in front, time it with the furnace, and you have yourself a deadly push.
Valkyrie (lvl 6 min.)
Valkyrie is a really good splash card. With a good amount of hitpoints and damage, it can help wipe out a lot of pushes. I chose this card instead of bomber, dark prince or Baby Dragon because with the rising number of Giant decks, it can really help take out back support. It can also do alright defending hog riders. A Valkyrie can also be surprisingly good on offense, paired with the giant. It can take out troops such as Goblins or Barbarians used to attack the Giant, and also can do a chunk to the Mini P.E.K.K.A or Lumberjack.
Fireball (lvl 6 min.)
I chose Fireball over Poison because I feel like this deck needs to single-burst damage spell over damage over time. With your main push support being Fire-Spirits from the Furnace, the Fireball can cleanup those heavier troops that Fire Spirits can’t take out.
Zap (lvl 9 min.)
This is an obvious choice for almost any deck. It’s extremely versatile, and can change a scenario favored towards the opponent into a scenario favored towards you. Using zap along with Mini P.E.K.K.A can clean up Barbarians very well. Using this along the Furnace should make swarm troops no problem for your push.
Inferno Tower (lvl 5 min.)
The Inferno Tower is one of the best, if not the best defensive building in the game. It can take out any tank with ease, and is good against Princes, Hog Riders, Lava Hounds, and all sorts of other troops. Using Inferno+Zap alone can take out a whole Sparky push. Just make sure to time the Zap right before the sparky hits the Inferno. Place the Inferno in front of the Furnace. This will protect your Inferno from getting distracted by swarm troops.
Ice Spirit (lvl 9 min.)
An incredibly versatile card that can allow great elixir trades. I find that I use this card a lot when opponents zap my Inferno Tower. Freezing the tank allows my inferno more time to melt it. Pair this with Mini P.E.K.K.A for a deadly push too. It can also be used as a last resort defense. You can also use it to cycle to another furnace. Please take a look at this guide to read more uses of the Ice Spirit.
General Gameplan
At the start of the match, if you have Giant, Mini P.E.K.K.A and Ice Spirit in your hand, and the opponent places something 4 elixir or more, go aggressive and push with those three cards. I find this push having a 90% success rate of doing at least 1000 damage in this scenario. This is because Mini P.E.K.K.A-Ice Spirit can wipe out almost any troop used to stop the giant. However, if your opponent plays a less than four cost card, try to place a furnace instead. A great scenario is if your opponent goes aggressive and pushes at the very start of the game. This deck has many defensive cards, and if you can efficiently take out the push, this will give you a significant head start, as you can start building up furnaces very fast.
This is a control deck, so you want to be placing furnaces for chip, and defense. If you find yourself at a point where you have defensive troops going down the lane, and furnaces up, place a giant at the bridge for a scary push. With the help of your two spells, your defense can be turned into a crown.
This deck is also great at just turtling up, and defending. If you find that you can’t win a match, and want to play for the draw, you can simply defend because this deck has so many defensive tools. This strategy is also good if you have the opponent’s health at a couple fireballs’ range, so you can defend and burn him out with fireballs.
Matchups:
Giant-Poison: Against Giant-Poison, you want to fireball his support troops. An added zap can take out medium range units (like Musketeer, Ice Wizard, Mega Minion, etc.) and Mini P.E.K.K.A/Lumberjack. An added Valkyrie can take out Princes and Bowlers. With support from the Inferno, you can clean up these troops easily.
Hog Rider: Against trifecta, the inferno is really good because it can’t be out-ranged and can usually survive against the Trifecta alone. If the push comes with spell support, you want to add a Valkyrie or Furnace depending on what you have in hand. Against Hog Cycle (rarely seen), Furnace or Inferno can usually do the trick depending on what support. Make sure to have a solid counter-push, as your Furnace can take care of swarm/cycle troops easily, so it should be easy to take a tower.
Lava Hound: Against lava hound decks, use the inferno against the Lava hound. If he tries to distract with swarm troops, fireball or furnace should do the trick. The Inferno should be able to take out the Lava hound even if he zaps, but if he sends miner to tank, you want have a Valkyrie to clean up the Miner and tank for the pups. Beware of Lightning, as he can get a value Lightning on your Inferno Tower and Furnace. Try to spread your troops. If you’re feeling aggressive, you can do a Giant-Mini P.E.K.K.A-Ice Spirit combo, and if he doesn’t have the right support, it can wipe out his tower.
Miner Chip Cycle: Against these decks, you don’t want the chip damage to add up. Use Mini P.E.K.K.A or Valkyrie to respond to the Miner, and if you can, place a giant up front for a counter push. Make sure to go more aggressive against these decks. I find myself using less Furnaces because the Poison chip can make your Furnace unreliable. If the deck you’re going against has a Bowler, you want to make sure you have zap ready. This allows the Valk and Mini P.E.K.K.A to counter the Bowler.
Three Musketeers: You can usually use Fireball-Zap to clean up Musketeers, and have Inferno take care of the tank. However, during a split push, you can use Valk on the two Musketeers, and Ice spirit on the solo Musketeer. Use Mini P.E.K.K.A if necessary. These decks are usually pretty easy to go against when you have lots of splash like this deck has.
Thanks for reading this guide, and I good luck in the arena!
Sources
Researched from the following (no links, listed for transparency):
- CryptoAIMeta card guides for these cards, built from RoyaleTracker October 2026 samples and SeeMeta 2026 balance changes
- SeeMeta, Clash Royale balance changes 2026 (page updated October 2026), read through search summaries
- Supercell official Clash Royale API, card list (elixir cost, rarity, unlock arena)
- The original clash.world page (2016 to 2024), kept in full below