Hello, beauties and gentlebeauties! This is Inaros (Frisk Dreemurr in the comments!), coming to you live with a report of my status in the crown championship…I failed. I lost in the second stage.
But anyway, like I said, I’m Frisk, and today I want to share a deck that uses the Mega Knight!
Out now! Landing with the power of 1,000 mustaches, this handsome guy lands with a POW, and keeps packing a punch, jumping from troop to troop!
He seems to be a hybrid of these cards: The Electro Wizard (spawn damage), the Lava Hound (tankiness), and the Bandit (charging up before dealing area damage; 2x damage after charging).
He may seem powerful at first, but can be easily stopped by various troops/troop combos, some not costing more than 5 elixir for a +2 trade
Start a party whenever you plop this card onto the field… a Skeleton party, anywhere in the arena! YAAAAAAAY!
Spawns a whole lot of doots, but you can never tell where, as RNGesus controls the card. Can take a tower with the right support.
Just beware of Valkyrie. Though she hasn’t made an appearance in the Arena lately, it’s best to be careful.
You all know your placements already, so no need for explanation! *winks*
A must have in almost all Graveyard decks. Destroys most glass cannons. Clears out any potential swarm that easily shuts down your doot party.
Also helps the doots in destroying the tower quicker.
Try not to use Poison on defense unless you absolutely have to.
He lands with a POW, and then continues to impress by attacking 2 targets at a time! What a show-off!
He is extremely useful in resetting the charge of Prince, Dark Prince, and Battle Ram. Also stops Inferno Dragon and assists tanks in dealing with Inferno Tower.
He’ll play a defensive role in this deck, but can squeeze himself into a counter push if possible.
Having him at level 2+ is recommended as most Fireballs are overleveled, killing him instantly when used.
This little guy, in my opinion, is the best common card ever!
It’s tanky (for one-Elixir card!), fast, and just plain adorable. Their best feature is a 1.5 second freeze, buying you just enough time to stop that P.E.K.K.A push or to allow your Battle Ram to deal that deadly charge damage!
The Mega Knight’s lesser counterpart. Used to be a card we’d just use in the lower arenas, but now he has found a spot in many decks and in ALL arenas!
Offers decent damage per hit and at a decent hit speed too.
Very tanky when overleveled, and can stop most glass cannons on it’s own! Good mini tank for Graveyard.
Read more about him here.
Pretty self explanatory. Effective against swarms and as a glass cannon finisher.
Now, you may be asking, why have Poison AND arrows in the same deck? See, Poison takes a bit of time to kill swarms, so when making a graveyard push, a tank’s survival is essential.
Arrows offer an instant response. Use on Goblin Gangs and Minion Hordes that want to destroy your hopes and dreams.
Use when Graveyard starts to fail. Can deal hundreds of damage if left unanswered.
Tips and Advice
- Mega Knight is a wonderful card. It really is. I like it, and plan to make a ladder deck with him once I acquire him in my card collection. He is a well-rounded card, but don’t overly rely on him.
- Don’t send him alone, as he will likely get distracted and start to attack other troops. If he jumps to the side opposite of your Graveyard push, you’re screwed.
- Mega Knight is expert at counterpushing. Wait for your opponent to make a push and drop him so that he hits every troop. This way you can get elixir advantage, which allows you to drop that GY without the risk of getting counterpushed.
Knight at the back will be your best starting play here.
The second-best play will be Ice Spirit wherever you please.
You will be able to stop most pushes, because Knight+Ice Spirit can take care of most ground pushes. You have Electro Wizard as the extra helper.
Mega Knight is going to be your surprise card, so try not to reveal him until Double Elixir time. The ONLY exception is when the other dude has a deathball push coming at you, and you need Mega Knight’s spawn to clear out the troops.
IIIIIIT’S HAMMER TIME!
With this deck’s cheap cost, you’re sure to outcycle your opponent, crush his defenses, and take his tower(s).
In the event that you go to overtime, it’s best you play for a draw.
Graveyard needs a lot of support to be able to do anything, and your opponent will likely be 10 times more alert than before.
I hate this card, to be honest. I especially hate Lavaloon. DON’T, I repeat, DON’T let them get their Balloon down. You’re likely screwed if that happens. Pre-Poison to make sure they don’t even think about using their Minions/Gang.
As soon as the big guy goes down, immediately rush the other lane with a Knight+Graveyard push. Have Poison/Arrows ready just in case.
You have various splash cards on your side. You should be able to keep up with their cycle.
This is gonna be a tough matchup. Don’t let their siege weapon lock onto your tower. Mega Knight and Electro Wizard are available in the event that they do.
Knight+ Ice Spirit with Electro Wizard should be enough to stop most pig pushes. Mega Knight also works(ish)
Go all out. Sadly, you may need to use defensive Poisons. E-wiz’s spawn damage is viable as well
You won’t encounter these very often, but if you do, don’t even bother attacking. The Spawners will crash the doot party 🙁
Well, that was it! My second deck. Not off meta, but it’s still Frisk style.
Next up, more drama! More romance! More FRISKINESS! In other words, Cannon Cart 😉