AI Overview: Miner and Poison both lost tower damage in 2026. Cannon Cart has a best list of 69.7%, and Flying Machine’s best list wins 57.8%, so the old fun list still has some real support.
Last Updated: October 2026
Key Points:
- The deck costs 36 elixir, which is 4.5 on average, the heaviest list in this batch.
- Miner lost Crown Tower damage on July 6 (49 to 39), and his best list wins 66.0% over 535 battles.
- Sparky had no 2026 change, and her best list wins 56.2% over about 2,600 battles.
- Cannon Cart had no 2026 change, and its best list wins 69.7% over 1,400 battles.
- Flying Machine had no 2026 change, and its best list wins 57.8% over 1,200, with two of eight lists above 50%.
The STEAMPunk List, Priced Card by Card
Here’s the thing: plainly that this was a fun deck for challenges or 2v2, with no ladder potential in his view. The theme is machines: Sparky, Flying Machine and Cannon Cart. Sparky is a threat card, not a win condition.
| Card | Elixir | Job in the deck | 2026 status |
| Miner | 3 | Win condition and meat shield | Crown Tower damage 49 to 39 on July 6; best list 66.0% over 535 |
| Sparky | 6 | Threat card, not the win condition | No 2026 change; best list 56.2% over about 2,600 |
| Electro Wizard | 4 | Stun and utility, stalls Inferno Tower | Best list 72.1% over about 1,100; Hero added in October 2026 (small samples) |
| Flying Machine | 4 | Long range glass cannon | No 2026 change; best list 57.8% over 1,200, two of eight lists above 50% |
| Elixir Collector | 6 | Elixir engine for big pushes | Only six tracked decks run it; touched in the October patch |
| Poison | 4 | Spell for pumps and swarms | Crown Tower damage 184 to 168 on June 1; best list 68.6% over about 3,800 |
| Cannon Cart | 5 | Cheap tank killer, Inferno Tower alternative | No 2026 change; best list 69.7% over 1,400 |
| Battle Ram | 4 | Barbarians and a charge | Sight range 5.5 to 6.5 tiles on September 8; best base list 57.6% over 663 |
The table prices the cards and adds the October 2026 status of each.
A 4.5 elixir average is heavy for a Miner deck. The negative effect: with the Miner and Poison both trimmed on towers, the chip side is slower, and a slow list with several 5-elixir and 6-elixir cards can fall behind to a fast cycle deck.
What Changed in 2026
The Miner hits towers for 39 now, not 49, and Poison for 168, not 184. Sparky did not change.
Claims, rechecked. Sparky needs a slight buff. She has had no patch in 2026 and a best list of 56.2%, so the card is stable but not strong. The Flying Machine deals about as much as a Musketeer, which is an old number that cannot be rechecked on this site.
The Electro Wizard is the steady card. His best list wins 72.1% and he gained a Hero in October. The Battle Ram has a best base list of 57.6%, and its sight range grew from 5.5 to 6.5 tiles on September 8.
Card pages: Miner, Sparky and Cannon Cart.
Many players call the Elixir Collector a risky card in this deck. The negative effect: with so few tracked decks using the pump, a player who plants one is easy to read, and with the Miner’s chip trimmed, poisoning a pump is a smaller reward.
How to Play It Today
The Miner is the main source of damage and a meat shield. The Flying Machine has the longest glass cannon range, so it can snipe defensive buildings like the Inferno Tower from afar.
Matchups. The Cannon Cart cannot take out building exterminators on its own, but with other troops it can stop any push. It is a good alternative to the Inferno Tower, and over-leveling it is recommended, in the old numbers. The Electro Wizard can stall an Inferno Tower for the Miner.
Translation: always poison the pumps, and try to gain as much spell value as you can. The Cannon Cart is a cheap tank killer that is fragile, so it dies to most spells. The Battle Ram helps against max level Royal Giants and P.E.K.K.A. The Electro Wizard stalls most single troops.
Elixir math: the Sparky, Elixir Collector and Cannon Cart take 17 of the 36 elixir. The other five cost 19, about 3.8 each, which is why this list has little cheap cycle.
Try it yourself: Miner Sparky Deck is ready to play: the Clash Royale Deck Builder loads it in one click. It costs 4.5 elixir on average, and because no tracker covers this exact list, there is no 2026 win rate.
Many players call the deck fun and not a ladder deck. The negative effect: a heavy fun deck can lose to anyone who simply cycles faster.
Frequently Asked Questions
Is Miner Sparky good in 2026?
Cannon Cart’s best list wins 69.7% and Miner’s best wins 66.0%, but it is a fun deck with no ladder potential, and this exact list has no tracker sample, so treat it as a fun list first.
What is the average cost of the eight cards?
It averages 4.5 elixir, from 36 elixir spread over eight cards.
Why was it called STEAMPunk?
It uses three machine cards: Sparky, Flying Machine and Cannon Cart.
Is Sparky the win condition?
No. Sparky is a threat card, and the Miner is the win condition.
Did the Cannon Cart change?
No. It had no 2026 change.
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.
Howdy, my dear Clashers! Frisk here with another FRISKY deck guide! The deck I’m about to show you is just a fun type of deck, could be used in Challenges or even 2v2, but I don’t think it has any ladder potential.
And, like promised, it has CANNON CART! Let’s get right into it!
Miner Sparky Deck
The Cards
Miner: Your primary win condition and meatshield.
Deals insane amounts of chip damage to enemy towers.
Used to be a stronger card in the olden days, because most players would ignore a Miner, as it only deals “minor” damage (Get it?! Haha). Nowadays, people go crazy when they see an incoming Miner, because they know trouble looms ahead.
Sparky: She boasts a large iron coil and wheels of wood, dealing huge area damage after charging up for 3 seconds!
She is your threat card, NOT a win condition! I repeat, DO NOT use Sparky as a win condition. Doing so will cause you to lose the match.
Now, I don’t like this card, but as a former Sparky user, I believe that Sparky does need a slight buff to make her a better card. #MakeSparkyGreatAgain
Flying Machine: The Flying Machine is the Master Builder’s first gift to the arena!
It’s a decently fast, agile machine. Deals about as much damage as a Musketeer, but also very fragile.
What makes up for all its current defects, though, is its insane range, at this moment being the longest glass cannon range! It can snipe and take out various defensive buildings, especially Inferno Tower.
Elixir Collector: Self-explanatory.
Aids your elixir generation so you can build up monstrous pushes in no time at all!
Just remember, lots of risk is involved in playing the Elixir Collector.
Poison: Glass cannon demolisher, tower finisher, predictive spell- this card does it all.
Remember to always poison those pumps, and try to gain as much spell value as possible.
Can be a real game changer when facing that max level Royal Pain or P.E.K.K.A.
Cannon: Shoots cannonballs that deal a pretty good amount of damage per blast.
Can’t take out building exterminators on its own, but with the help of other troops, it can stop any push.
Like glass cannons, it’s fragile, and can die to most spells easily.
Overall, a great, cheap alternative to the popular Inferno Tower. Overleveling is actually recommended.
Electro Wizard: He lands with a POW, stunning all who dare to stand near.
Then he continues to impress by targeting TWO at a time! What a show off!
Since his introduction in the Electro Wizard Challenge, he has been a popular choice in many decks.
He is a great all around card that can adapt to almost any deck and fit in any situation.
His spawn Zap makes him a great utility card, and he can stall many cards, especially the Inferno Tower (a popular tank shredder).
The Battle Ram consists of two Barbarians holding a large log, dealing significant damage if they connect to a building.
The fun doesn’t stop there though…the mean men keep it up by enhancing destruction with their swords!
It’s my favorite Rare card, as well the win condition of my deck, LumberRam!
Replacements
General Gameplan
Single Elixir Time:
Start the match with a lone Miner at your opponent’s tower.
Don’t use Poison right away, because you never know if they’ll Pump up or drop a Glass Cannon that could have scored you a value spell. Otherwise, it’s just a wasted Posion.
Defend enemy pushes with all that you have available (Sparky, Flying Machine, Cannon, etc.).
A little-known fact is that Battle Ram works great on defense, stalling many heavy hitters or as a distraction for high damage supports.
Halfway through this time, you should have a general idea of what your challenger’s deck is and how he plays.
Try to get as much Miner+Poison damage as possible, because the other cards in this deck aren’t guaranteed hits like the Miner.
Double Elixir:
Time to PUMP UP!
Because this is a Beatdown sort of deck, you will greatly benefit from the added elixir.
Now’s the time when things get real FRISKY!!!
Don’t be afraid to plop that Sparky down, so your foe will have double the trouble to worry about.
A Sparky on one lane, and a Miner+Poison/Battle Ram+Poison push on the other? You’ll have him panicking as he decides which one to counter, because both pushes are not to be ignored.
Keep on adding support to all your pushes, be it Flying Machine or Electro Wizard (the only two options, really).
Flying Machine can single handedly take out most defensive buildings if placed correctly, ensuring safe travels for your Battle Ram
Matchups:
Cannon to pull the Hog and E-wiz/Flying Machine to help take it out. Opposing Electro Wizards are gonna be a big problem here, and Rockets are no good for Sparky. Be prepared to counter whatever comes your way
Sadly, you’ll have to rely on Sparky if you have the hopes of stopping this big fella. Use Cannon to distract as long as you can, and pretty much whatever’s available for defense for the support. Mega Minion or Baby Dragon will be a pain to deal with.
See Golem (though not as common in the current meta)
See Golem. You’ll most likely be going for the draw, unless you can pressure them so bad that they lose focus.
You’re going to struggle. Though it uses cheap units for defense, a quick elixir cycle (meaning your opponent can have a constant stream of these units ready) makes up for it. Inferno Tower’s going to be a massive pain to deal with. Try to find a way to outcycle it. Rocket will be a problem, too.
Flying Machine will be your best friend. Destroy their tanks with Sparky. Just watch out for Poison….
Sparky will clean em up like Clorox kills germs…or Battle Ram could do the trick as well.
Well everyone, that sure was fun! This is the end of my 3rd deck guide! I hope you’ll give this deck a whirl in the arena, and have lots of fun while doing so.
This is Frisk Dreemurr, saying Good Luck and Clash On!
Stay Determined!
Frisk <3
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







