Mortar Graveyard Deck: A 2.9 Elixir Poison Plan

By Clash World · Deck Building · Oct 16, 2026

AI Overview: This Mortar Graveyard deck averages 2.9 elixir and plays as a cheap siege-and-spell list. The Mortar chips the tower, the Knight tanks, and the Graveyard finishes with Poison behind it. Mortar’s base-card lists won 41.9% to 51.9%, and this exact build has no tracker sample. Every price, rarity and 2026 change is rechecked below, so you can trust each number and skip the guesswork.

Last Updated: October 2026

Key Points:

  • The eight cards cost 23 elixir, which is 2.9 on average, and the Graveyard at 5 is the heaviest card.
  • Mortar’s base-card lists won 41.9% to 51.9%, so it needs good partners.
  • The Archers’ best list wins 70.6% over 695 battles, and the Knight’s best wins 67.1% over 1,000.
  • The Graveyard’s top deck wins 71.6%, and its skeletons dropped from 13 to 12 on June 1.
  • Poison hits a Crown Tower for 168, down from 184, and The Log hits for 35, down from 41.

The Mortar Graveyard List, Priced Card by Card

Clash Royale MortarClash Royale ArchersClash Royale KnightClash Royale Skeletons
Clash Royale Ice SpiritClash Royale GraveyardClash Royale PoisonClash Royale The Log

The big idea. Two win conditions, one cheap deck. The Mortar chips from afar, and the Graveyard hits when the opponent is out of answers.

Matchups. Against Hog decks, the Mortar and Skeletons hold. Against Golem, place the Mortar and then the Graveyard. Against air, the Archers answer. The rule: Mortar first, Graveyard when they are out of spells.

CardElixirJob in the deck2026 status
Mortar4Siege chip and tank in oneBase-card lists 41.9% to 51.9%
Archers3Ranged damage behind the KnightBest list 70.6% over 695; Evo Power Shot 168 to 140
Knight3Mini tank for the GraveyardBest list 67.1% over 1,000 (LogBait); Hero shield 768 to 512
Skeletons1Cheap cycle and distractionSpawn spread tighter on October 6; best list 68.6% over about 3,800
Ice Spirit1Cheap freeze and cycleHitpoints 230 to 215 on August 4; every printed list 56.7% or more
Graveyard5Second win conditionTop deck 71.6%; skeletons 13 to 12 on June 1
Poison4Clears swarms and chips towersCrown Tower damage 184 to 168 on June 1; best list 68.6% over about 3,800
The Log2Cheap small spellCrown Tower damage 41 to 35 on June 1; best list 65.1% over 3,500

The table shows each card’s price, role and 2026 note.

Zoom out. A deck with two win conditions needs two kinds of timing. If either the Graveyard or the Mortar loses more strength, the other has to carry the plan, and the cheap list gets stretched.

What Changed in 2026

The short version. The Mortar did not change. The Graveyard has 12 skeletons, not 13. Poison hits a tower for 168, not 184. The Log hits for 35, not 41. Ice Spirit has 215 hitpoints, not 230. The Skeletons spread tighter after October 6.

Short on time? Read the table, chip with the Mortar, and keep the Graveyard late. That covers most of the deck.

Final word. Cheap is the whole point. Cycle fast, chip often, and save the Graveyard for the right moment.

Plain talk. This is a simple cheap-cycle list. It works when you stay patient.

One more way to see it. The Mortar is a slow drip. The Graveyard is a bucket of water. You use the drip first, then the bucket.

In plain English. The Mortar did not change, but the spells and the Graveyard lost a little. The Archers and Knight stay strong. The plan is still a cheap, patient siege.

Claims, rechecked. The write-up shows a Mortar stats table and a changelog that stops in 2018. Those numbers are old and are not repeated here. It also says Graveyard was hit hard by a nerf and the Bats buff. That patch is long gone, and the 2026 numbers above replace it. Treat every figure as a starting point, not a rule.

The fine print. Mortar’s base-card lists won only 41.9% to 51.9%. The Archers’ best list wins 70.6% and the Knight’s best wins 67.1%, so the partners carry the numbers. Skeletons reached 68.6% over about 3,800 battles.

Card pages: Mortar, Graveyard, Archers, Knight and Poison.

Zoom in. The original argues Mortar is one of the best cards for free-to-play players. The card is a common, so you can level it fast. The data is mixed, so treat it as a budget pick, not a sure win.

How to Play It Today

Use the dead zone. The Mortar cannot hit close targets, and that lets it lock on to the tower with ease. Place it where it distracts the enemy but still hits the tower.

Last tip. Place the Mortar when the opponent has no fast response. A free shell is a free chip.

Quick recap. Mortar, Knight, Archers, Graveyard. Chip first, finish second.

Reality check. Two win conditions in a cheap deck can mean a thin defense. Do not place the Mortar and Graveyard in the same push unless you are well ahead.

Bottom line. Pick this list if you like cheap decks and want two win conditions. Chip with the Mortar, and finish with the Graveyard.

Worth knowing. The original page also shows a Hog and Mortar list and a Mortar and Royal Giant list. This page covers only the Mortar and Graveyard one.

Upgrade order. Level the Mortar, Knight and Archers first. The Graveyard and Poison come next. The Skeletons, Ice Spirit and Log can wait.

Tips. Use the Skeletons to distract a Hog or a Giant. Use the Ice Spirit to reset a charge and the Archers to chip behind the Knight. Open the linked card pages before you queue, since one balance patch can flip a trade.

Split the roles. Use the Mortar to chip and to defend, and the Graveyard to finish. The original warns that placing both in one push is hard.

Elixir math. The Graveyard and Mortar cost 9 of the 23 elixir. The other six cost 14, or 2.3 each. So the deck cycles very fast and can place either win condition twice.

Try it yourself: the Clash Royale Deck Builder has Mortar Graveyard Deck preloaded, so you can swap a card or two before a match. The average sits at 2.9 elixir. No 2026 win rate exists for this exact list.

Zoom out again. Cheap siege decks need patience from both sides. If the next patch lifts cheap spells, the Mortar and Graveyard plan will meet more counters, and the cycle will matter more than the win conditions.

Frequently Asked Questions

Is a Mortar Graveyard deck good in 2026?

Graveyard’s top deck wins 71.6% and the Archers’ best wins 70.6%, but this exact list has no tracker sample, so test the Ice Spirit slot first.

What is the average elixir cost?

23 elixir across eight cards, or 2.9 on average.

Why pair Mortar with Graveyard?

The Knight is a natural tank for the Graveyard, and the Mortar gives a second way to hit the tower.

Is Mortar a good free-to-play card?

It is a common, so it levels fast, but its base-card lists won only 41.9% to 51.9%.

Where should the Mortar go?

Where the dead zone helps: it distracts troops, and it still locks on to the tower.

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.

Clash Royale MortarClash Royale ArchersClash Royale KnightClash Royale Skeletons
Clash Royale Ice SpiritClash Royale GraveyardClash Royale PoisonClash Royale The Log

I am a F2P player who has been using Mortar all the way since 2400 trophies, therefore I have a fair amount of knowledge of this card.

I want to say that this post is not meant to be teaching you how to use Mortar- of course, we will be covering that briefly,– but the point is to prove that Mortar is one of the best, if not the best card for F2P players like me, and hopefully get more people to use it and realise the Mortar’s true power.

So, without further ado, let’s get into it!

Mortar

CostHit SpeedDeploy TimeLifetimeRangeTargetTypeRarity
45 sec3.5 sec30 sec3.5-11.5GroundBuildingCommon
LevelHitpointsArea DamageDamage per second
160010821
266011823
372613026
479814328
587615731
696017234
71,05619038
81,15820841
91,27222845
101,39825150
111,53627655
121,68630360
131,85433366
Changelogs
  •  11/1/16, decreased the Mortar’s lifetime to 40 seconds.
  • 2/2/16, decreased the Mortar’s cost to 4 (from 6), its damage by 40%, its lifetime to 20 sec (from 40 sec), and its range decreased to 12 (from 13).
  • 9/2/16, increased the Mortar’s lifetime to 30 sec (from 20 sec).
  • 3/5/16, increased the Mortar’s deploy time to 5 (from 3) and decreased its damage by 10%. This update also fixed the “range bug” and decreased the Mortar’s range to 4.5-11 (from 5-12) but its effective range is unchanged.
  • 21/6/16, decreased the Mortar’s deploy time to 4 sec (from 5 sec).
  • 15/12/16, increased the Mortar’s Area Damage radius by 11%. This changes the Mortar’s Area Damage radius from 1.8 tiles to 2 tiles.
  • 11/8/17, decreased the Mortar’s deploy time to 3.5 sec (from 4 sec).
  • 24/1/18, decreased the minimum range from 4.5 to 3.5.

Mortar vs other Win-Conditions

You’ve reached a mark; say 3k, where your deck stops working. You might be underlevelled, the meta doesn’t fit the deck, the deck is hard to level up to a reasonable level for the ladder.

So, now you’re thinking- why should I use Mortar? You might think other win conditions – for example Hog, which are better, but that’s fine- what if I told you that you can use both Mortar AND Hog in one deck? We will be covering this aspect of the Mortar in the next part.

Back on topic, there are currently (arguably) around 5 viable win-conditions that F2P players can choose. They are:

Clash Royale MortarClash Royale Hog RiderClash Royale Giant
Clash Royale Royal GiantClash Royale Graveyard

  • Mortar: Of course.
  • Hog Rider: Hog Rider remains to be an insanely strong and popular card, at all levels. Typically, he is upgraded in a deck similar to what the Mortar deck uses, with a few cards switched up.
  • Giant: Giant hasn’t been that strong lately in a Tournament Standard environment, but he is still a viable Ladder choice. With a good deck and some skill, Giant can dominate at all levels.
  • Royal Giant (?): Royal Giant has been nerfed numerous times and lost his spot in the meta. You can still take the RG path, but it will take a lot of time AND practice to master a Royal Giant deck.
  • Graveyard (?): Graveyard got hit very hard with the recent nerf, as well as the Bats buff. It is still a used win-condition on ladder, but it will take more skill to use. Additionally, you can use both Mortar and Graveyard in one deck (which was a very popular combo last month around 5200 trophies).

If you want to focus on only using one win-condition in your deck, we will list the cons and pros of choosing Mortar over its rivals. We will only be focusing on Giant and Hog Rider because both RG and Graveyard are in a pretty weak state at the moment.

Clash Royale MortarClash Royale Hog RiderMortar vs Hog Rider

This one is tough.

Mortar and Hog Rider use similar support troops in a deck – Knight, Archers, Goblins/Skeletons, Ice Spirit.

This means that if one gets nerfed, it won’t usually take that much time to switch and level up the other win-condition.

My main argument for this one is the fact that Mortar fits in a lot of decks, which might surprise a lot of people.

Graveyard becomes meta? Hog will be in trouble, but the Mortar user can just switch in Graveyard into his Mortar deck.

RG becomes meta? Both decks will have a better time because Knight and Archers are commonly used in RG decks, but the Mortar user will have an advantage because Mortar can be used with RG for a pretty annoying combo.

Lava Hound becomes meta? Believe me, I’ve used Mortar in a Lavaloon deck before.

Another factor is that Hog takes more time to max (approx. one year to request from tournament standard) while Mortar is a common.

Clash Royale MortarClash Royale GiantMortar versus Giant

As I already said – Giant is a high skill cap card, but when used correctly he can dominate.

Giant’s main problem is that he requires rather specific supports which are hard to level (usually) and don’t fit into other decks.

Lets just say an example,

You are slowly mastering Giant, when he suddenly becomes meta. You have a higher skill on this card than others, and you quickly rise 300+ trophies. But in the next balance changes, Giant gets nerfed hard. And now what? You will still use this card, but nowhere near as effectively as when you were using it before the buff. You are stuck with a deck that only works with Giant, and the rest of your cards are underlevelled. You will have to invest 500k or more gold, and a lot of time to get a proper ladder deck without Giant. Of course, this scenario is completely hypothetical.

Just like Hog, Giant is a rare and takes a long time to max and especially with a deck that uses supports like Mega Minion, Bowler, Wizard, etc.

And, finally…

Clash Royale MortarClash Royale Elite BarbariansMortar versus Elite Barbarians.

I was saving this for the end, because I didn’t think eBarbs are worth mentioning as a win condition.

If you’re thinking about taking the EB road… don’t. It’s not worth it.

eBarbs are only a semi-win condition. When you reach Masters, your eBarbs will hit the tower once in a season… okay, maybe a bit more, but you get my point.

Just like the Royal Giant, Elite Barbarians went through numerous, probably undeserved nerfs and just lost their spot in the meta.

Knight, Goblins and Archers, which are probably among the most popular ladder cards in higher leagues, all counter eBarbs ridiculously well for half or less than the Ebarbs’ cost.

Must read: 25 Tips for Playing Mortar Like a Pro

Best ways to use Mortar, and Mortar in different Archetypes

Tell me, how do you view Mortar as a card? Just a siege win condition? Wrong.

Mortar can fill a variety of roles in a lot of different decks, from a simple win-condition to a defensive building.

What makes Mortar, unlike the X-Bow which is strictly a win condition because of it’s 6 elixir cost, so special is the cheap cost and it’s deadzone.

Basically, the deadzone is a small circle around the Mortar, where Mortar can’t target enemies. You should know that by now.

Well, you might think this is a negative thing, right?

What’s the point if it can’t target troops that get close to it- it can’t defend itself! Let me explain- the deadzone allows the Mortar to lock on to your opponent’s Arena Tower much easier- and in most cases, that’s what you want the Mortar to do, anyways.

Let’s cover the things Mortar can do, as a card, as well as the roles you might put it in your deck for.

Defend and chip, at the same time

Thanks to the beautiful deadzone, you can place your Mortar in a spot where it distracts your opponent’s cards, but still fires at the tower.

One Mortar shell at Level 12 does 303 damage – if you’re defending a Hog with Mortar and Skeletons, you’ll usually get 2 shots for -1 elixir. That’s a good deal!

Role: Defensive building

Maxed Mortar has 1854 HP.

For comparison, a max Hog Rider does 384 damage per hit, or 6 hits for the Hog to kill. At 4 elixir, this is a relatively large health pool, making Mortar a good defensive card.

Versus Royal Giant, Mortar can be placed in a spot where, with good timing, the RG will be in range of your Arena Tower, but he will be standing in the deadzone and your mortar will target their Arena Tower, resulting in some juicy chip damage.

Additionally, when you’re going againist a Giant with ranged supports, the Mortar will distract the Giant, but still attack their glass cannons.

Role: The Punisher

Mortar is a surprisingly good punishing card.

Let’s say you’re using Mortar + Hog. You are also running Zap. They start a Golem in the back, but you know they have Goblins in hand.

If you play your Hog, he’ll only force 2 elixir out and land 2-3 hits. But in this situation, placing a Mortar will either force out a more expensive response, or do lots of damage to their Arena tower.

Admittedly, this does bring your building out of cycle, but based on the rest of your opponent’s deck it can be really worth it.

This isn’t the only situation; Mortar really destroys your opponent when they start a Lava Hound in the back; Goblin Gang gets destroyed by the shell, or simply logged. Tombstones get logged. Minions- Arrowed. Mega Minion gets distracted by Knight/Skeletons.

The only part where you’ll have trouble is double elixir.

Anti Swarm, Anti Building

Mortar destroys all ground swarms on defense, from Skeleton Armies all the way to Barbarians.

The splash damage kills any low-health swarms, and more bulky swarms (most notably Barbarians) are slower, and also get destroyed.

Now, the “Anti Building” part may confuse you (might be worded a bit poorly on my end, but I had no other way to put it).

So, let’s say you plant a Knight in the back and get ready for a Hog push. But then, they play a pre-active Inferno Tower. Play Mortar in the center of your side and it starts chipping away at the Inferno, and when your Knight reaches the river you’ll be able to safely play a Hog.

Mortar destroys Pumps placed in the middle, giving a good synergy with Rocket. Additionally, when the Mortar is done with the pump, it might get a shot or 2 off their Arena Tower.

Mortar does poorly versus Goblin Hut and Barbarian Hut, and requires rather specific timing against Furnaces.

These 4 are the main reasons you should put Mortar in your deck right now and start learning it. You won’t be disappointed!

Best Mortar Decks

Hog + Mortar

Clash Royale Hog RiderClash Royale MortarClash Royale KnightClash Royale Archers
Clash Royale fireballClash Royale ZapClash Royale Ice SpiritClash Royale Bats

This has been an example multiple times in this post- naturally it has a good synergy because Mortar provides an alternative win-condition and tanky defense versus swarms (which Cannon and Inferno do pretty poorly).

Above is a classic Hog + Mortar deck for you.

Mortar + Graveyard

Clash Royale MortarClash Royale ArchersClash Royale KnightClash Royale Skeleton
Clash Royale Ice SpiritClash Royale GraveyardClash Royale PoisonClash Royale The Log

This is still useful, but it will take more skill because Graveyard got nerfed.

Graveyard synergises with Mortar decks because they have a natural tank for the Graveyard (Knight) and the same synergy Hog decks have. Mortar provides an alternative tower killer and tanky defensive building.

Royal Giant + Mortar

Clash Royale MortarClash Royale Royal GiantClash Royale ZapClash Royale The Log
Clash Royale fireballClash Royale MinionsClash Royale ArchersClash Royale Barbarians

This is surely a hated combo, but it can work, even with the RG nerfs!

Royal Giant will be naturally used as more of a punishing card, while Mortar does most of the work.

I lost to this deck pretty bad on ladder once.

Mortar + Miner

Clash Royale MortarClash Royale MinerClash Royale PoisonClash Royale Knight
Clash Royale ArchersClash Royale BatsClash Royale Ice SpiritClash Royale Arrows

This is an interesting concept, but I’ve never tried it personally. This deck is currently being used a lot in high Arenas so if you’re interested in that check it out!

Conclusion

Mortar is an extremely flexible, versatile common card that fits into a variety of different decks as a variety of roles.

It can work as a punishing card, a defense or simply a chip damage card.

Upgrade it, put it in your deck and start requesting today – you’ll be pleasantly surprised on what it can do!

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