Wassup guys, Dark/Dank Prince here with my 5th guide!
This guide is about a deck rather new to me, since I just made it a few days ago, but I have used it so much i’m comfortable in writing a guide for it. Warning though, it’s a bit strange. Let’s hop right in!
Pros:
- Only 3.0 elixir
- Only 1 epic, no legendaries unless you choose, so it’s f2p
- Full of surprises to throw opponent off
Cons:
- Hard to learn
- Low offense, need some understanding of the cards
- Can often lead to draws.
The Deck:
Battle Ram
This is your win condition, and emergency defense.
Put behind Ice Golem and have some spell in your hand and prepare to deal massive damage.
This card charges while running, dealing extra damage if at full speed. Beware of buildings and resetting cards.
Dart Goblin
Your major air defense, and chip damage.
Paired with Zap and it destroys Minions/Minion Hordes, with Ice spirit it destroys medium hp troops like Balloon and Inferno Dragon and glass cannons.
It’s just a great card. Beware of Log
Goblin Hut
The card that makes your opponent think.
Whether using at beginning or middle of a match, this card is guaranteed to throw off your opponent, especially after showing a few other cards. Use this card as your building, and use the Spear Goblins it spawns as your chip damage.
Ice Golem
Tank for anything from Ram to Dart Goblin, or use to kite/distract troops.
Either works, both recommended.
Ice Spirit
As always, this is the perfect card.
Used for cycling, supporting pushes, or helping defend your towers.
How you use it is always situational, all methods aren’t a “should I?” they’re a “when should I?”. Read more at here!
Fireball
Your medium damage spell.
It’s strong enough to kill things like Minion Hordes, and able to make support like Musketeer of same level Zap-able.
Tornado
Pull troops to your King, away from Princess towers, or into a clump for Dart Goblin or Fireball to destroy.
It’s up to you!
Zap
Used to kill low health troops, or finish off medium health troops that are about to die.
And only costs 2 elixir, so can be used to cycle if you’re brave enough.
Substitutions:
Matchups:
Giant
Easy matchup, usually their support dies to Fireball + Zap, or just Fireball.
You have plenty of defense to chip the Giant down as Goblin Hut distracts, just don’t play stupidly and lose the advantage.
Hog Rider
I found this surprisingly easy.
If they can’t out cycle you then they should lose.
Gob Hut distracts Hog, Fireball kills any support, and most buildings that may try to distract/kill your Ram. In other words, if you don’t waste elixir, and play smart, they shouldn’t have a chance at winning.
Spell Bait: Medium matchup.
More than often you’re going to tie unless someone messes up.
You have Zap/Log(your choice) for their troops other than Knight, Fireball in emergencies.
Not to mention what Dart Goblin can do, but they usually have Nado/Inferno Tower/Tesla so getting your Ram to their tower can be tough.
Play versus this deck extremely carefully, mess up too much and you’ll lose.
Balloon
Depends on what type of deck it is for match-up difficulty.
Loon cycle tends to be an easy matchup, you’re able to keep up with their cycle and keep the Loon away from your tower with Gob Hut or Nado, but decks like Lavaloon are hard.
You don’t have a way to deal with both Loon and Hound, without cycling very fast.
So the best way to win is pray they ignore your pushes, and just keep pressuring.
Golem
Hard matchup, you don’t have a major tank killer.
I have no advice except pressure them, and do it nonstop.
3 Musketeers
Refer to Giant, Hog, Golem.
They’re usually paired with those 3, it all depends on the tank.
Royal Giant
Idk why I put this in matchups…it’s dead, so easy to beat nowadays.
Distract the RG, pressure opposite lane with Ram, and just repeat every time.
Save Tornado for anything like Hog or Elite Barbarians. You don’t want them on your tower.
Gameplan:
3:00 – 2:30
Spend this time learning their deck. Place a Goblin Hut or 2(cycle). Don’t show many other cards. In other words, be patient and wait.
2:30 – 1:00
This deck allows you to unleash all hell a bit earlier than my other ones.
By now you know their deck. 2:30-1:00 is a good bit of time.
You can do whatever pushes you want, whether building huts to chip with Ram, or big Ram pushes with Ice Golem and Dart Goblin, do whatever works for you.
It’s awesome if you take a tower before x2 elixir, but don’t try too hard to.
1:00 – 0:30
Finish towers and defend.
You want to finish towers off early with this deck, dedicate the last 30 seconds to anything major they can do.
0:30 – End
Defend, defend, defend.
Only go into OT if you’re sure you can tie, by now there is no surprising them, and it’s easy to be overwhelmed. Defend.
Use spells to finish off towers you couldn’t get before now, if you can afford it.
At the end of the match, either rage or celebrate. Depends on what the screen says.
And that’s all folks! Hope you enjoyed the guide, don’t forget to play this deck as you wish, it’s pretty random and cool. Peace out!