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
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).
Battle Ram: CHAAAARRRRGE!!
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!
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.
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
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!