Hey guys! Its Blaze back with another guide for you all! Today, I will be talking about a fun quick Miner Wall Breaker cycle deck which I feel will be pretty good this season.
Without further ado, let’s jump right in!
Deck Overview:
Miner:
With the not-so-recent tower damage nerf, Miner is no longer considered a dependable win-condition however he performs the role of a Mini Tank. Use him to tank for your Wall Breakers or Spear Goblins as well as to kill enemy defensive units like a Musketeer or Archers.
Wall Breakers:
Wall Breakers are the main win-condition of this deck. For 2 elixir, they deal a huge amount of damage, taking out around 25% HP of a Princess Tower. Very few cards can counter them for a positive elixir trade, and when coupled with a tank, the number drops further. You can also use them for kiting troops.
Knight:
Knight is an underrated card among most casual players as they don’t recognize his value. For 3 elixir, he as excellent HP and DPS making him one of the strongest cards in the game if you consider the value he provides. Use him as a tank for you Wall Breakers or as an assassin to take care of support troops on defence.
Hunter:
Hunter is an extremely versatile and strong card in the meta right now. He can act as a splash unit as well as a tank killer, and can also hit both ground as well as air troops, thus performing a lot of roles. He is great on defence, and can also help on offence. A single Hunter hit can deal a good amount of damage to Crown Towers.
Spear Goblins:
Spear Goblins provide the ability to cycle quickly as well as more defence against air troops. You can use them to chip the enemy towers throughout the match, or even couple with a Miner to form a cheap threatening push. They are also great for kiting enemy troops to the middle of your side of the arena, in the cross-fire region.
The Log:
Not much to say about this card. Great for taking out ground swarms, dealing chip damage and great knockback.
Fireball:
Many people run Earthquake in this deck, but I feel like Fireball with its ability to hit air troops and knockback provides a lot more versatility, although it does make the deck slightly more expensive and less crown tower damage. Since the deck has only 2 cards for air defence, both of which can be taken down easily with spells, Fireball seems a better choice as it provides a slight margin for error while with EQ, you gotta defend perfectly as in most cases EQ will be used on offence.
Bomb Tower:
Bomb Tower is tanky defensive building which can take care of ground attacks very effectively. Since it cannot attack air, it can be a tank the air troops’ hits while the Hunter and Spear Goblins take care of them, and if it dies its death bomb also cleans everything easily.
Game Plan:
This deck is an extremely fast cycle deck, so the main tactic is to keep the opponent at their toes by applying constant pressure i.e. controlling the tempo of the match.
This deck has cards like Knight, Hunter, Miner and Fireball which provide a lot of versatility and utility. If you are able to use them to their utmost potential, you can gain elixir advantage easily. This will make your deck cycle even faster than before compared to your opponents, depriving him of opportunities to create a strong push.
Even though the Wall Breakers are the main win-condition of this deck, they won’t always reach the enemy towers. However, the pressure they create as well as the opponent’s inability to counter them for positive elixir trade in most cases, they help in maintaining your control over the match.
If the Wall Breakers reach the enemy towers only twice in the match, they have done their job as they can take out huge chunks of HP. The rest of the match all you gotta do is Miner Spell cycle. One Wall Breaker connection late game can swing the match in your favor or seal the deal.
This deck’s main weakness is a heavy deck. The Hunter + Knight + Bomb Tower can defend small or medium pushes with ease, however can’t effectively defend against large pushes. To prevent a heavy push, you gotta keep up the pressure while making sure you don’t over-commit. Its very difficult to gain the lead in a match late in the game with this deck, so you should try to be in control since the very start.
Arrows is this deck’s kryptonite. It kills the Wall Breakers for albeit a negative trade but in most cases its not a bad decision as you lose the ability to apply pressure. As I said before, since the tower damage nerf, Miner can’t deal a lot of damage to crown towers on his own so you don’t have no way to deal damage.
Opponents will always use Arrows to kill the Wall Breakers and chip the Miner same time, then ignore him while forming a strong push on the other lane while you’re down on elixir, so you won’t be able to defend it perfectly and eventually they will out-chip you and take out your tower.
Useful Tips:
- As with all Miner decks, try to switch up his position always and play mind tricks on your opponent. But beware of Tornado.
- Place Wall Breakers on the outer edge of the bridge instead of directly in front, similar to how you would place stab Goblins. This will result in them reaching the tower quicker as the Wall Breaker in the front will be pushed by the one behind it.
- Instead of just using Miner + Wall Breakers always switch up your pushes by using Miner + Spear Goblins and Knight + Wall Breakers.
- The latter works very well as the Wall Breakers can push the Knight making him move faster and if they have a connection, their splash damage can clear out enemy defences so that your Knight can freely attack the tower.
- You can also try this with Hunter as well. Hunter will be close to tower after being pushed by the Wall Breakers from where he will be able to deal tonnes of damage. This however a cheesy push and not a dependable offensive tactic, but if you catch opponent off-guard then it’s devastating.
- If the opponent places the same troop at the same position every time on defence, you can use a predictive Log or Fireball to kill the troops or at least knock them back so that your Wall Breakers can connect.
- This works with Miner as well, especially in sudden death when you need that last small chunk of damage where in you send your Miner followed by a pre-Fireball. The Fireball can first deal damage and lower the HP while also killing/knocking back any troops the opponent places to catch the Miner so that he can finish of the remaining HP of the tower.
That’s all folks! Hope you guys enjoyed reading this guide and found it helpful! Have fun and clash on!
Sayonara,
Blaze Stone