Miner Mirror Deck: A 4.3 Elixir Three Musketeers Knight Plan

By Clash World · Deck Building · Oct 16, 2026

AI Overview: This Miner Mirror deck averages 4.3 elixir across its seven fixed cards and plays as a hybrid. It can run a Three Musketeers split push or a Miner chip cycle. Three Musketeers’ best list wins 70.6% over 695 battles, though this exact build has no tracker sample. Every price, rarity and 2026 change is rechecked below, so you can trust each number and skip the guesswork.

Last Updated: October 2026

Key Points:

  • The seven fixed cards cost 30 elixir, which is 4.3 on average, and Three Musketeers at 9 is the heaviest card.
  • Three Musketeers’ hitpoints rose from 883 to 906 on October 6, and their best list wins 70.6% over 695.
  • Miner’s Crown Tower damage fell from 49 to 39 on July 6, though his best list wins 66.0% over 535.
  • Knight’s best list wins 67.1% over 1,000, and his Hero shield was cut from 768 to 512.
  • Only six tracked decks run the Elixir Collector, and the October patch touched it.

The Miner Mirror List, Priced Card by Card

Clash Royale Three MusketeersClash Royale MinerClash Royale The LongClash Royale mirror
Clash Royale KnightClash Royale Spear GoblinsClash Royale Minion HordeClash Royale elixir collector

The big idea. One deck, two plans. Split the Musketeers behind the King Tower, or chip with the Miner and Spear Goblins. Mirror copies either one.

Matchups. Against Giant or P.E.K.K.A, the Log and Miner buy time for the split. Against Hog cycle, the Knight holds. Against bait, keep the Log for the swarm. The pattern: choose one plan per match, and switch only if it fails.

CardElixirJob in the deck2026 status
MirrorvariesCopies the last card for one more elixirNo fixed price: it costs the last card played plus 1; no 2026 change found in the site card data
Three Musketeers9Win condition and split pushHitpoints 883 to 906 on October 6; best list 70.6% over 695
Miner3Pseudo tank and chip damageCrown Tower damage 49 to 39 on July 6; best list 66.0% over 535
The Log2Cheap spell and resetCrown Tower damage 41 to 35 on June 1; best list 65.1% over 3,500
Knight3Cheap tankBest list 67.1% over 1,000 (LogBait); Hero shield 768 to 512
Spear Goblins2Cheap chip and Miner partnerHit speed 1.7 to 1.6 seconds on August 4; best list 54.9% over 915
Minion Horde5Air damage and tank defenseBest list 51.9% over 992; only one of eight above 50%
Elixir Collector6Elixir engineOnly six tracked decks run it; touched in the October patch

The table shows each price, role and 2026 note. Mirror has no fixed price, so the average here counts the other seven cards.

Zoom out. The Miner lost 10 tower damage in July, and chip decks live on that damage. If it drops again, the Miner plan weakens, and the list has only the heavy Musketeer plan left. A weaker Miner would slow the whole plan, and that slowdown is the first negative to watch.

What Changed in 2026

The short version. The Three Musketeers are a bit sturdier. The Miner hits towers softer. The Knight’s Hero is weaker, and the base card is steady. The Log is also softer on towers, 41 to 35. Spear Goblins are faster.

Plain talk. Nothing here is cheap, but the cheap cards do the dirty work. Spear Goblins and the Knight keep you alive while the big cards load.

One more way to see it. The deck is a toolbox with a hammer and a screwdriver. The Musketeers hit hard, and the Miner chips. You pick one tool per match.

In plain English. The Musketeers got sturdier, the Miner and Log hit softer, and the Knight is steady. The deck still has two plans, and that is its biggest strength.

Claims, rechecked. The write-up says the list won the 12th round of a challenge, and that a friend repeated it. Those are single results. It also gives a Miner drop-tile tip that dates from an older version, so test it in game before you trust it. Treat every figure as a starting point, not a rule.

The fine print. The Minion Horde’s best list is only 51.9%, with one of eight above 50%. The Collector is rare in the data. So treat both as supporting players, and the Musketeers and Knight as the stars.

Card pages: Three Musketeers, Miner, Knight, The Log and Minion Horde.

Zoom in. A 9 elixir card is a huge target for any spell. If the opponent saves a Fireball or Zap for the Musketeers, the push dies, and the elixir loss is brutal. If the Three Musketeers slips in a coming patch, expect the deck to feel clumsy until you adjust.

How to Play It Today

Split behind the King. Place the Three Musketeers behind the King Tower so they separate, and put the Knight in front of the single Musketeer to cause trouble.

Last word. Short games reward a clear plan, and this list gives you one. Learn the first two plays, then trust the rest to follow.

Quick recap. Split the Musketeers, protect with the Log, or chip with the Miner. Mirror doubles whichever works.

Reality check. Nine elixir for the Musketeers is a lot. If you lose them for free twice, switch to the Miner plan and stay there.

Bottom line. Pick this list if you like flexible decks and own the Miner and Log. Choose a plan early, and use Mirror for the surprise.

Worth knowing. A mirrored Miner costs 4. That double Miner push is cheap, and it confuses opponents who count your cycle.

Upgrade order. Level the Three Musketeers, Miner and Knight first. The Log and Minion Horde come next. Spear Goblins, Collector and Mirror can wait.

Tips. Use the Miner as a pseudo tank so the Musketeers or Spear Goblins can reach the tower. Vary where you drop him to make him harder to counter. Open the linked card pages before you queue, since one balance patch can flip a trade.

Use the Log to protect them. It stops troops that would clear your Musketeers at the bridge, and it pushes back slow tanks and Princes.

Elixir math. The Three Musketeers and Collector cost 15 of the 30 fixed elixir. The other five fixed cards cost 15, or 3.0 each. So the deck can chip cheaply between the big pushes.

Try it yourself: the Clash Royale Deck Builder has Miner Mirror Deck preloaded, so you can swap a card or two before a match. The average sits at 4.3 elixir. No 2026 win rate exists for this exact list. Mirror is left out of that average, since it costs one more than the last card played.

Zoom out again. Hybrid decks are easy to describe and hard to master. Players who switch plans too late will lose to someone who commits.

Frequently Asked Questions

Is a Miner Three Musketeers deck good in 2026?

Three Musketeers’ best list wins 70.6% and the Knight’s best wins 67.1%, but this exact list has no tracker sample, so test the Knight slot first.

What is the average elixir cost?

30 elixir across the seven fixed cards, or 4.3 on average, with Mirror left out.

What can Mirror copy?

Spear Goblins, the Knight, or the Miner for a double Miner push.

What are the alternatives?

Ice Spirit, Goblins, Inferno Tower or Minions can fill a slot, and Zap can replace the Log.

Does this deck need legendary cards?

Yes. It uses two legendaries, Miner and The Log, plus the Mirror epic.

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.

Hello Clashers! KairosTime here, with a 3 Musketeer Control/Chip Hybrid deck that has proven to win the 12th round of a challenge! This deck is unique because it can be played as a 3 Musketeer control deck using the Miner and Knight as pseudo tanks, or as a Miner Chip cycle deck. With some practice, and this guide, you can take this deck to with the 12th round of any challenge, as my buddy Stratty has done!

Clash Royale Three MusketeersClash Royale MinerClash Royale The LongClash Royale mirror
Clash Royale KnightClash Royale Spear GoblinsClash Royale Minion HordeClash Royale elixir collector

Miner Three Musketeer Control & Chip Hybrid Deck

Three Musketeers – These three little ladies pack a powerful punch. If you can catch your opponent without a spell to clear them, they will be in deep trouble! Split them behind your king’s tower for best results.

Mirror – With it’s recent buff, the Mirror is making its way into many decks. Use it to mirror Spear Goblins, Knights, or even go for a double Miner push to really confuse your opponent!

Alternatives – Ice Spirit, Goblins, Inferno Tower, Minions

Miner – The Miner allows for this deck to be a hybrid deck, so he is needed for the deck to work the same. Use him as a pseudo tank so your Musketeers or Spear Goblins can take care of the tower. Currently, he can be dropped on any square surrounding a tower without aggroing the second tower except for the tile that is closest to the middle, and center to the tower. Place him in different spots each time to make him harder to counter.

The Log – The Log is used to prevent your opponent from dropping troops that will clear your Musketeers at the bridge. Also useful for pushing back heavy slow troops like Giants, PEKKAs, and even Princes!

Alternatives – Zap

Knight – The Knight is such an underrated card. My favorite part about the Knight is that a lot of people aren’t super familiar with how to counter him. When you do a 3 Musketeer split, put the Knight in front of the single Musketeer to make things difficult for your opponent.

Spear Goblins – Spear Goblins are a great card to use paired up with the Miner. They don’t do a ton of damage themselves, but paired up with a Miner tanking damage from the tower, they will force your opponent to answer them.

Minion Horde – Your strongest defense against the Giant Mega Minion combo. Make sure to place them so they’ll clear the Mega Minion first. Drop the Miner or Knight as a distraction against splash units so the Minion Horde can clear them quickly.

Elixir Collector – A strong card in so many decks! Putting down a lot of Elixir Collectors is a great way to keep your opponent from catching up to you if you have the lead. Do yourself a favor and don’t Mirror this card.

Alternative – Ice Spirit

So Many Pushes!

This deck is great because it has a lot of pushes that will force your opponent to be on their toes every second of the match!

Simple Split Push – If you’re able to play the 3 Musketeers as a defense when you know your opponent can’t clear them with a spell, the best way to utilize that is to drop the Knight in front of the single Musketeer and be prepared with the Log when the two Musketeers approach the bridge. If you can drop the Miner at the tower where your two Musketeers are headed as well, this split push is so hard to stop. Your opponent will get a headache trying to figure it out with nearly any deck they have.

Miner + Spear Goblin – This combo is a great way to cycle back to your Elixir Collector, or to try and get some damage on a tower when you know your opponent does have Zap in their hand. This is also a great push to make if your opponent drops a Giant behind their King’s tower. Just make sure you attack the opposite lane!

Minion Horde Split Combo – This involves the Knight, Miner, and the Minion Horde and is best done after using the Knight on defense. This works especially well if you know your opponent doesn’t have a lot of ways to clear air troops. This is done by placing the Minion Horde in the center of the map so that they split into 2 groups (2 Minions and 4 Minions). Place the Miner at the tower where the 4 Minions are headed, and the Knight where the 2 Minions are, or vice versa. Because this push requires the Minion Horde, I don’t recommend using it when facing air heavy decks.

Repeated Spear Goblin Chip – This is done by dropping the Miner at the tower and the Spear Goblins at the bridge. Then, place the Mirrored Spear Goblins further back followed by the Knight in front of them. They will push the Knight forward and he will tank for them so they can deal damage. You can do this push down 2 separate lanes if you’re trying to make it especially hard to counter, or you can use this after your opponent has dropped a Giant in the opposite lane, preventing your opponent from getting a strong push behind the Giant.

Three Musketeer + The Log – Because of the cost, this only works if you have Elixir Collectors going, or if you’re in 2x Elixir. Use this to punish your opponent after they have used their Poison or Fireball. This is done by dropping the Musketeers at the bridge, and The Log shortly after. The Log will clear troops like the Ice Spirit or Fire Spirits, and will knock back troops like the Mini Pekka or Valkyrie. This can also be used after you have taken a tower and you place your Musketeers right within range of the second tower.

Other Strategy Notes

This deck does well only with practice! It took me a lot longer to learn how to use this deck than other decks and felt a little awkward to use at first. That being said, the deck is awkward to defend against, which makes this a powerful deck to an experienced player.

When playing against heavy decks, like Giant Poison, it is important that you do not let your opponent get supporting troops behind their Giant. If they drop a Giant in the back, you should rush the other tower so they have to use their support troops to clear mini pushes. Then, once their Giant crosses the bridge, drop the Minion Horde far enough away from your tower so they aren’t easily Poisoned. You can also defend with the 3 Musketeers.

Thanks for taking the time to read this guide! I hope that you have found it helpful. This is KairosTime ticking by! See you 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