Hey guys, my name is crykz, and today I’m going to be showcasing a wonderful off-meta Hut spam deck.
If anyone of you played back in the beta, and even in the early days of global release, you’ll know that hut spamming used to be a big thing in the lower arenas.
Heck, it was even used by top players on the ladder (thorburn, for example), and I’m talking top 200 not someone who just hit legendary arena.
hether you love it, or hate it, this Hut spam deck has hit 12 wins in a Grand challenge, so it is a very viable deck.
This deck was created by TMD Aaron, a top ladder player who actually won CCGS Asia, so it’s no joke. It’s relatively simple to learn, and it can be very lethal in many situations. It practically does the work for you, and that’s really the best part about this deck.
- This deck is easy to learn
- This deck counters most of the popular meta
- This is a solid 12 win GC deck
- If you’re looking to make your opponent rage, you’ve found the right deck
- It is F2P friendly
- It constantly pressures your opponent, and builds up elixir advantages
- You rely heavily on the spawned units to build a push
- Spell cycling is often a must when using this deck
- Can be countered by heavy splash if you aren’t careful
- If you don’t get the spawners down early enough, you can be overwhelmed.
Barbarian Hut is one of the two cards in this deck that can considered a sort of win condition.
If you have it in your starting hand, you’ll usually want to place it down, as it provides an ideal amount of pressure throughout the game, as well as providing units that can help on defense.
The Barbarians help you form a push as well, so this card is an essential in this deck. In my opinion, it’s one of the worst cards to deal with, because it demands constant answers, unless you wish to take heavy tower damage.
Minions are a very important defensive card in this deck, because they have very high DPS for a 3 Elixir card, and they are your main air defense.
They are not zappable either, so they are ideal for most defenses.
They can hard counter Graveyard as well, which is important because after the Graveyard rework, it is rising in the meta.
Minions can also be used as a high DPS support unit on offense.
One of the three spells in this deck, Poison is an aoe spell, and is used for spell cycling and taking out cards your opponent has planted at the back of their crown Tower.
It can be used in Elixir pumps to prevent your opponent from gaining an Elixir lead, and can be used on a Minion Horde, or another expensive swarm unit for a positive Elixir trade.
It can also be used on buildings, but I don’t recommend that unless you are in a Mirror matchup – more on that later.
Zap is the card in this deck used for taking out small swarm units for an even or positive Elixir trade.
It takes out Bats, the recently buffed Spear Goblins, and takes Minions and Goblins down to one hit from a Tower.
You can also use Log in the place of Zap, but they both have advantages and disadvantages (Zap hits air and ground but has a smaller radius and doesn’t fully take out Minions or Goblins, Log hits only ground but has a bigger radius and does more damage).
It’s really down to personal preference. If air cards like Bats and Minions are being used more in the meta, use Zap. If high DPS ground cards are being used more, use Log.
Goblin Hut is the second spawned card in this deck and is more of a chip card.
The Spear Goblins can accumulate if your opponent has a massive air or ground push coming down your lane, and they can do considerable work due to their recent buff.
Goblin Hut does demand a bit of an answer and the Spear Goblins spawned are very useful on defense. It also helps provide air attacking support units for your pushes with this deck.
I strongly recommend you read this guide for more details!
One of my favorite cards in this game, the Ice Wizard is a very versatile card in this meta, especially with its recent buff.
It is a splash support unit, helping to slow down beatdown pushes so you can easily take them out, and it can take out Minions, Minion Horde, Bats, Skeletons, and Skeleton Army.
Ice Wizard can help you take out swarms with a positive Elixir trade, and buys you time to destroy the bigger pushes.
Lightning is the third of the three spells in this deck, and can be used to counter Elixir pumps, support troops that are accumulating around the enemy’s crown Tower, and it can take out spawners in a Mirror matchup.
It is a very versatile card, especially because it stuns your opponent’s cards, and can be used when you are spell cycling the Tower , or simply making it easier to take down the push coming your way.
Even though its radius was nerfed, it is still a very strong card, and can be used to create Elixir advantages.
Knight is hands down my favorite common card in this game.
It is the most versatile card in this deck, and can distract support units, take out support units, tank for your support units, and even deal decent damage to the Tower.
It does all of this with an even or positive Elixir trade. It’s one of the best utilities to have in any deck, and in this deck it is an essential. It can turn defense into offense, and this deck wouldn’t be complete without it!
3:00 – 2:00
At the start of the game, you’ll want to play any spawner you have in your starting hand.
If you have both, play the Barbarian Hut first as it provides more pressure and defensive capability.
Continue through your card cycle, so that you are able to begin stacking spawners.
Counter anything they try to attack with, but don’t be afraid to take a hit or two from, say a bat or a minion.
The spawners should pull any defense targeting units they have and you can deploy Minions and the Knight to kill off the supporting units.
The first phase of the game is all about building up that Elixir advantage so make positive Elixir trade, defend well, and constantly use your spells to damage their towers and kill their troops.
Remember, don’t be shy with your spells, you have three.
If they are playing passively, pressure them a bit so you can chip away at their Tower. If they place a Pump down, Poison it or Lightning it so you can cut down their profit.
You can use this stage to also figure out what deck they’re playing and how you can counter it.
At this stage, you’ll what to be more aggressive with your plays, because you are nearing Double Elixir, and this deck can really shine during that time.
Constantly pressure the opponent, and manage your Elixir wisely in order to take out dual lane pushes and such.
It’s all about getting chip damage, because it adds up. Counter their cards and keep making those positive Elixir trades.
As a rule of thumb, you always want to Poison and Lightning the Elixir pumps. At this point, you’re setting up for the Double Elixir boost.
1:00 – Overtime
During this time, you want to stack up your spawners as fast as you can without wasting Elixir, and you want to be incredibly aggressive with your plays, constantly putting a Knight in front of those Barbarians, Spear gobs, and Ice Wizard you just defended with.
Always build a counter push when you have the Elixir and troops for it, and spell cycle the enemy’s Tower and troops for positive Elixir trades.
The spawned troops will start stacking, and your opponent will find it increasingly hard to be aggressive as your troops destroy his push and move on to his Tower.
You want to be cycling fairly quickly during this phase.
This deck does really well against Golem beatdown, because your spawners pull the Golem every which way, and the spawned units kill the Golem faster than you can spam the “Thanks” emote!
If they have enough support units though, this won’t work, so you’ll want to distract and kill the ground support units with a Knight, and kill the air units with Minions and/or Ice Wizard.
If they start the game off with a Golem in the back, you’ll want to do a quick Knight-Ice Wizard or Knight-Minions push because if left ignored it can take the Tower.
Your opponent will be forced to respond, and you can counter the Golem with a spawner and a troop. If they choose to ignore it, their push won’t be as big anyways, and it is still possible to counter with a spawner and a few troops.
You will want to constantly pressure the opponent, just so they can’t accumulate a big Elixir lead.
This is easier than the Golem beatdown because the Giant has less health, and the push is easier to take out.
If they start off with a Giant push in the beginning, place a spawner and plant support troops to take out their push and counter push.
Constantly Poison and Lightning their pumps and support troops, as this takes away the core essentials of the archetype.
Pressure them a lot, and always use your spells.
This is a relatively easy matchup to win, so don’t screw it up.
Spell bait is a medium matchup, but you usually want to defend the swarmy cards, and save your Zap for the Goblin Gang.
The Goblin Barrel can be taken out with Minions, and the Princess will be taken out by your spawner units.
As long as you constantly keep the pressure up, and outcycle them, you should be okay.
If you are against a good spell bait player, you may have to spell cycle to win, because the Inferno is a fairly good answer to your pushes.
Siege is another easy matchup, whether it be a Princess, Mortar, or X-bow, because your spawned units will distract the siege cards, and you can easily take out the card with a Knight or Minions.
Constantly pressure, and you don’t have to answer the siege card immediately – obviously don’t let it sit for 10 seconds just killing everything, but you can start building a counterpush while you counter the siege card.
This is another easy matchup, because your spawned units can usually deal with the common control win conditions such as the Hog Rider, Miner, and Balloon (well, with Balloon you’ll counter it with Minions).
Building targeting cards will be pulled by your spawners, and your spawned units and Tower will take them out.
You can take out cycle and support cards with your Knight and Ice Wizard as well. You can use spells on their cards too.
Against the P.E.K.K.A, your spawned units will distract the P.E.K.K.A and her support units, allowing you to kill them with a Knight and Minions or Ice Wizard.
You will usually want to deal the P.E.K.K.A at the bride, and you want to keep up the pressure with constant counterpushes.
Again, you will use your spells on the supporting troops they place near their Tower.
This is another easy matchup, as the Mega Knight will jump from spawned troop to spawned troop, allowing you to kill him easily with Knight and/or Minions.
Once he’s down, which will be fairly fast, his support units will drop like stones.
Of course, like all other beat down matchups, pressure, pressure, pressure!
This is probably the easiest matchup you can get. To counter the Three Musketeers, Poison-Zap them, or Lightning them. It’s that simple. If they split them your spawner side will take care of one side, and your troops will easily take care of the other. Remember to constantly Poison or Lightning their pumps as well, and always keep either a Poison or Lightning in hand for the Three Musketeers. This should be an easy win.
Even with the Graveyard rework, your Minions hard counter the Graveyard, so make sure you always have them in hand for the opponent’s Graveyard.
If they attack on the spawned side, your spawned troops will take care of any support troops they out down, and if they don’t, the spawned troops will threaten their Tower, and you can distract and kill the support units with a Knight and an Ice Wizard.
You won’t usually have to spell cycle, but if the situation calls for it, do it. This is another simple matchup, and you should win.
Sparky shouldn’t be a problem, because she will waste her shots on your spawned units, while you kill her with Knight or Minions.
The Knight can distract the supporting troops, and the Minions can kill the Sparky, then the support units.
You’ll want to pressure constantly, so they don’t get enough Elixir to place a Sparky, because although it is simple to counter it, a mistake could cost you a spawner, or a Tower if you aren’t careful. This is because the Sparky buff made Sparky recharge and shoot insanely fast.
With Lava Hound decks, you’ll want to place Minions to kill the Lava Hound, and Knight to distract support units. The Minions will soon move on to the support units.
You’ll want to constantly pressure, because Lava Hound pushes usually have Air support, and this deck has a bit of a weakness to that.
Never let them get enough Elixir to push, and constantly use your Poison and Lightning on their pumps and troops.
Zap will also come in handy against swarmy units.
Against Lavaloon, you’ll want to focus on killing the Balloon first. Both units will be pulled to the spawners, so use that time to place Minions on the Balloon and a Knight to distract support units.
They may take out a spawner, but you should take little to no damage on your crown Tower.
However, if they constantly push with Lavaloon, you’ll want to pressure more and more, because if they catch you without Minions, it’ll be bye bye Tower for you.
Anyways, I hope you enjoyed reading about this throwback spawner deck, created by TMD Aaron.
It really brings back memories of the times doesn’t it?
And it’s a viable 12 win deck, which is really amazing too. Hope you liked this guide, crykz out.