AI Overview: This Miner Cannon Cart deck averages 3.3 elixir and was built for friendly 2v2 battles. In 2026 the Cannon Cart had no change and its best list wins 69.7%, though this exact list has no tracker sample. Next comes a card-by-card walk-through with current costs and the 2026 changes for each one. Numbers were pulled from the October 2026 card data.
Last Updated: October 2026
Key Points:
- The deck costs 26 elixir, which is 3.3 on average, and only the Cannon Cart (5) and Lightning (6) cost more than 4.
- Cannon Cart had no 2026 change, and its best list wins 69.7% over 1,400 battles.
- Miner hits towers for 39, not 49 (July 6), and its best list wins 66.0% over 535 battles.
- Bandit had no 2026 change, and her best list wins 72.1% over about 1,100 battles.
- Ice Golem lost hitpoints on September 8, 1,315 to 1,228, and Lightning hits towers for 265, not 286.
The Miner Cannon Cart List, Priced Card by Card
The idea is simple. Two shield cards protect two damage cards, and a tempo card, burst cards and an air card back them up.
| Card | Elixir | Job in the deck | 2026 status |
| Miner | 3 | Meat shield and counter-attack win condition | Crown Tower damage 49 to 39 on July 6; best list 66.0% over 535 |
| Bandit | 3 | Burst unit for defense and attack | No 2026 change; best list 72.1% over about 1,100 |
| Cannon Cart | 5 | Main damage dealer, ground only | No 2026 change; best list 69.7% over 1,400, four of seven printed lists above 64% |
| Ice Golem | 2 | Shield and kite for the push | Hitpoints 1,315 to 1,228 on September 8; best list 58.8% over 14,600 |
| Musketeer | 4 | Damage dealer and air defense | No 2026 change; Evo and Hero lists mostly 53% or more, best Hero 62.1% |
| Ice Spirit | 1 | Temporizer and cycle card | Hitpoints 230 to 215 on August 4; every printed list 56.7% or more |
| Lightning | 6 | Burst spell that breaks a defense | Crown Tower damage 286 to 265 on June 1; best 72.1% over 736 |
| Bats | 2 | Air card and double threat | No 2026 change; none of eight printed lists above 50% |
All eight cards are priced in the table, with a note on how the October 2026 data treats each.
A deck built for friendly games is untested in ranked play. The negative effect: with the Miner and Lightning both hitting towers for less, a counter-push that depends on chip damage needs more time to finish a tower, and a patient opponent gets that time.
What Changed in 2026
The Cannon Cart, Bandit and Musketeer are as they were before. The Miner hits towers for 39 instead of 49, and Lightning for 265 instead of 286. The Ice Golem has fewer hitpoints, 1,228 instead of 1,315.
Claims, rechecked. The Cannon Cart costs 1 elixir more than the Musketeer and is not countered by Lightning. The first part is still true, 5 against 4 elixir. The second is a card-role claim from the older game and was not tested here.
The weak spots. The Cannon Cart looks strong, with four of seven printed lists above 64%, but those lists run an Evolution Mortar, Fireball and Barbarian Barrel, not this deck. The Bats have no printed list above 50%. The Ice Golem’s best list wins 58.8%, though over a huge sample of 14,600 battles.
Card pages: Miner, Cannon Cart, Bandit and Ice Golem.
The Bats are the deck’s double-threat tool. The negative effect: with no printed Bats list above 50%, the cheapest air card on the list is also the weakest on the data, and an air-heavy opponent can punish a deck with only the Musketeer and Bats to answer it.
How to Play It Today
Place him in unexpected spots and support him well. The Ice Golem goes in front of the Musketeer or Cannon Cart to make a threatening push.
Roles. The Musketeer defends and counter-attacks, and is also the anti-air card. The Bandit works well with a damage unit and the Ice Spirit, since they destroy defenses fast. Lightning can also fix a bad placement or kill a Musketeer standing at the back.
Translation: build the push in layers: shield, damage, tempo, burst. Put the Ice Spirit before the bridge so it can cover the ranged units against melee counters, send the Bandit behind the push, and use Lightning to wreck the defense. Use the Cannon Cart on ground defense and counter-attack with the rest.
Elixir math: the Cannon Cart and Lightning take 11 of the 26 elixir. The other six cost 15, or 2.5 each. An Ice Golem, Cannon Cart and Musketeer push is 11 elixir, so the Ice Spirit and Bats stay in hand.
Try it yourself: test Miner Cannon Cart Deck yourself in the Clash Royale Deck Builder; it opens with every card in place. Average elixir: 3.3. The tracker holds no sample of this exact build, so its 2026 win rate is unknown.
The negative effect: the Ice Golem lost hitpoints in September, so the shield that protects those fragile units is a little thinner than when the deck was written.
Frequently Asked Questions
Is the Miner Cannon Cart deck good in 2026?
The Cannon Cart’s best list wins 69.7% and the Bandit’s best wins 72.1%, but this exact list has no tracker sample, so test the Bats slot first.
What is the average elixir cost?
Add the eight costs and you get 26; that is 3.3 per card.
What does the Ice Spirit do here?
It is a cycle card and a temporizer. Placed before the bridge, it can reach melee counters and support the ranged units.
Why use the Cannon Cart and the Musketeer?
Both are damage dealers. The Cannon Cart ignores Lightning and hits only ground, and it costs 1 elixir more.
What are the flaws?
Swarms, no building, hard to upgrade and many fragile defenders.
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.
Hi; It’s PeakCell, and now I want to show you my newest friendly games deck. This deck is potentially good for challenges but is mainly designed for having fun in 2v2 battles.
It was only tested in friendly battles, but against good players, and is pretty good.
What is the point of this deck?
This deck is based on a nice synergy, in fact.
We’ll talk about it in the next part, but basically you have 2 shield units (Miner, Ice Golem) which protect 2 DPS units (Musketeer, Cannon Cart) supported by a temporization unit (Ice Spirit), burst cards (Bandit, Lightning) and an air card if necessary (Bats). Best explanation I can give 😉
Usually, this deck will only damage a tower while counter-attacking: Your miner can take your opponent by surprise, and your Ice Golem can transform a lonely unit into a problem, that you can then enhance by adding what your push needs: Burst, temporization, or DPS.
Strengths:
- Can chip damage a tower if countered
- Very fun to play
- A shield – DPS – Tempo – Burst synergy
- Huge counter-attacking potential
Flaws:
- Swarms counter it
- Hard to upgrade
- Has no building
- Defends with a lot of fragile units
Gameplay
Let’s go further into the details!
Miner: Meatshield and potential win condition.
You want to use him as a counter-attacking card mainly. If you can, use it only this way, and to finish a Tower.
Try to be the less predictable possible on your Miner placements (especially if you want to finish a Tower with him) and support him well; that’s all you have to do with him.
Ice Golem: Tanky unit used to shield a push or kite.
Ice Golem has kinda the same purpose: He’s used as a counter-attacker. Put him before a Musketeer or a Cannon Cart and you have a threatening push!
He really makes pushes hard to deal with, when they are crafted well, so a full push (with DPS, burst and tempo) can be extremely powerful because of its shield(s).
Also, the Ice Golem is used to kite. Seriously, kiting can buy a lot of time to annihilate a push.
Musketeer: DPS unit to defend and counter attack.
She’s a DPS unit you will want to use defensively. Then you’ll counter-attack with her.
She’s also an anti-air unit of the deck so make sure you can play her when necessary.
As the Cannon Cart, the Musketeer will sometimes still be up for a counter attack because of her range, which also allows for an Ice Spirit coverage when she’s countered past the bridge.
Cannon Cart: DPS unit to defend and counter-attack.
It has the same role as the Musketeer, but is not countered by Lightning, only targets ground and costs 1 Elixir more.
Use it as a defense when you need to counter ground units (unless you have 1 Elixir to spare) and counter-attack with the other cards.
The Cannon Cart’s DPS is surprising and its shield and health points make it very, very good to take a Tower since it is hard to get rid of it (If it dies in range of the Tower, it will often get some hits against it. And it hits very hard).
This card will be your main counter-attacking card since it destroys your opponent’s defense very fast if well supported.
Bandit: Burst unit, to defend and attack
She’s a burst unit, so she’s going to take your opponents by surprise. Play her as a defensive unit when you need to, or put her behind your push when you’re counter-attacking. Either way, make the most out of her dash!
She works great with a DPS unit and an Ice Spirit because they will destroy your opponent’s defenses pretty fast since the Bandit also has a nice DPS after applying her burst.
Lightning: Burst card to make a push successful easily
Lightning is a burst card too , but is a spell.
It can completely destroy a whole defense, chip damage a Tower, change a Tower’s focus, and most commonly pair with DPS units and/or a Bandit so it destroys tanky units very fast.
You can also use the Lightning to make a good trade out of a bad placement or destroy an annoying Musketeer placed in the back of your opponent’s field.
Ice Spirit: Cycle card and temporizer
It is a cycle card, but mainly a temporizing card.
Think about it: Your two main offensive units are ranged DPS units. It means an Ice Spirit placed before the bridge will actually have the time to support them against melee counters because it can reach their positions pretty fast!
Also, the Ice Spirit is there for easy trades, like countering a lonely Musketeer with it.
Bats: Anti-air unit, but also double-threat tool!
It enhances a push by making your opponent having to think about countering air units too, most likely using more Elixir to do so.
Your opponent having too many things to counter can often make a push reach the Tower, so the Bats are pretty great to send when you have a well-crafted push going.
Conclusion
I hope you’ll like this deck! It was designed for friendly battles, but I’d like you guys to tell me if you succeed with it in challenges.
I may try it myself soon after seeing how well it does in friendlys. The Cannon Cart is very surprising since it has a lot of health and DPS, which makes this card fun to me, so I wanted to create a Cannon Cart deck: Here it is!
Anyway, have a lot of fun, and see you in the arena!
–PeakCell
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