Hey guys this is TheMoonBean69 here with my first ever guide on Clash.World (hopefully).
So these recent balance changes have dropped the Night Witch in favor of Mini P.E.K.K.A and Ice Wizard.
My previous deck contained the Night Witch, but in experimenting in the Legendary Challenge, I found that the Ice Wizard and Mini P.E.K.K.A combo was stronger and more effective at dealing with swarms.
This deck did get me to 12 wins in the Legendary Challenge as well as a Grand Challenge. Without further ado let’s hop into the cards.
Revamped Three Musketeers Deck
Cards Breakdown
Three Musketeers– What do I have to say about these ladies? Powerful and versatile both on offense and defense. My favorite win condition and hands down one of the stronger cards at the moment. Just don’t use them when you don’t have a good elixir advantage, but other than that just keep on cycling these ladies to take easy towers.
{Swapped out for- Nothing}
Elixir Pump– The Three Musketeer best friend and another great value card for many reasons. It can act as a spell bait allowing you to strike out with your musketeers and quickly take or deal massive damage to a tower. Play as a starting hand or when you have an elixir advantage.
{Swapped out for- possibly another bulding}
Ice Wizard– My first legendary, this card still hold a lot in my hear. Although before this buff, this card was wildly underpowered, now it is one of the strongest defensive options and paired with the musketeers can clear out swarms and make the musketeer’s lives easier.
{Swapped out for- Ice spirit if wanting a cheaper overall deck}
The Log– My 2nd favorite spell and a great utility card, The Log can clear out swarms allowing your musketeers to hammer down that tower. Very helpful for stopping charges and just an overall great card.
{Swapped out for- Zap would be the best choice but arrows can work although there is no way to stop charge attacks}
Ice Golem– My first level 8 rare and although this little buddy has fallen out of the arena, it is slowly coming back with more and more decks utilizing this little golem. Use to support your musketeer pushes and to kite enemies to the other side of the arena.
{Swapped out for- Knight but would not recommend.}
Mini P.E.K.K.A- This baby P.E.K.K.A has seen its use in the eaerlier stages of the Arenas, but quickly becomes obsolete due to stronger and cheaper counter cards. This buff has allowed this card to shine again and just destroy hogs and golem pushes.
{Swapped out for- Nothing except maybe a musketeer but not recommended.}
Bats- One of the most useless cards, these were Air Larrys but could not keep up with the DPS they needed. Now that a 5th bat has joined the ranks, this cards can become one of the best cycle cards.
{Swapped out for- Minions/Skeletons/Goblin Gang, etc
Miner- A very nice chip card, this card can wreak havoc on your opponent’s elixir pumps and greatly support your musketeers pushes. Not a primary win but rather secondary win condition.
{Swapped out for- Hog}
Now that the cards are out of the way, let’s get into the gameplan and matchups!
General Gameplan
3:00-2:00
Ideal starting hand is pump with Mini P.E.K.K.A, Ice Wizard and Miner.
Drop pump at full elixir and be prepared to defend with a Mini P.E.K.K.A.
Keep defending their pushes and hold off on the musketeers unless they use a spell to destroy your pump.
2:00-1:00
This is when you should have one pump down, preparing to get a 2nd one down soon.
Do not worry if your tower has less than 1500 hitpoints remaining, keep concentrating on defending and making positive elixir trades.
Start to make miner pushes and/or drop three musketeers if you feel confident.
Double Elixir Time
This is where you just go ham.
Split Three Musketeers and support with Ice Golem, Bats, Miner and Mini P.E.K.K.A. Continually cycle until you have taken a tower or severely crippled it.
If the tower is within log and miner range, stop going on offense and instead defend.
Your opponent, out of desperation, is most likely going to throw cards down hoping to take a tower, make sure he cannot get through your defenses.
Matchups
Golem– This shouldn’t be a problem as long as you make positive elixir trades and use Mini P.E.K.K.A to defend. Use Ice Golem to soak up damage while Bats cleanup. Should not be too hard of a matchup
Lava Hound– This might be a bit troublesome if they continually lightning/fireball your musketeers. Bats are prone to zap/arrows and support units can easily kill the bats. Overall not a very good match up unless they do not use spells on your musketeers.
P.E.K.K.A– Another simple match up, simply use Ice Wizard to slow down the troops and Bats to clean up. If they have support units, use Ice Golem to soak up damage and Mini P.E.K.K.A to finish the supports off.
Giant- Not much needs to be said, pretty much same game plan as Golem or P.E.K.K.A
Hog- Annoying match up but if you place your Mini P.E.K.K.A perfectly, will not be able to get any hits on the tower. Make sure to never use Mini P.E.K.K.A on offense if they have a hog and keep it for defense.
RG- Use Mini P.E.K.K.A for RG use Ice Golem to soak up support units and use Bats to clean up
Graveyard- Use Ice Golem to tank and Bats t deal with the Graveyard. If they poison, immediately place Ice Wizard to clean up remaining skellies.
Deck Composition
- Three Musketeers
- Elixir Collector
- Royal Ghost
- Bandit
- Golden Knight
- Battle Ram
- Fireball
- Log
Key Card Roles and Strategies
- Three Musketeers
The heart of the deck, the Three Musketeers, provide a massive damage output. Split them behind the King Tower to apply dual-lane pressure, forcing your opponent to spend Elixir defending both lanes. Use them defensively to eliminate high-health units and then counter-push. - Elixir Collector
Elixir management is crucial for this deck’s success. The Elixir Collector allows you to build up the necessary advantage to play the Three Musketeers while maintaining pressure on your opponent. Place it strategically to bait out spells like Fireball or Poison, which are often crucial counters to your Three Musketeers. - Royal Ghost
The Royal Ghost adds a stealthy component to your offense, effectively targeting squishy troops and sneaking in chip damage on towers. It’s also a great defensive card against swarms like Skeleton Army and Goblin Gang, which can be problematic for the Musketeers. - Bandit
The Bandit is perfect for quick, high-damage strikes. Use her to dash into enemy support troops or towers. Her speed and invulnerability during dashes make her a solid choice for punishing opponents who overcommit on defense. - Golden Knight
Golden Knight’s dash ability synergizes well with split-lane pressure. His versatility in both offense and defense makes him a key card in controlling the tempo of the game, and his dash can clear out low-health troops while adding a punch to your pushes. - Battle Ram
The Battle Ram is your primary win condition. It synergizes well with split-lane pushes, often forcing your opponent to split their defenses and overcommit on one side. If left unchecked, the Battle Ram can deal massive damage, especially when paired with the Musketeers. - Fireball
Fireball serves as your primary spell for dealing with swarms and support troops that counter your Musketeers. Use it wisely to maximize its value, often hitting multiple units or finishing off weakened towers. - Log
The Log provides a reliable way to deal with swarms and push back enemy troops. It’s especially useful against Goblin Gang, Skeleton Army, and can help in dealing with cheap cycle cards that can distract your pushes.
Playstyle and Tips
- Early Game
In the early game, focus on establishing an Elixir advantage using the Elixir Collector. Play passively and defend efficiently, allowing you to identify your opponent’s counters to the Three Musketeers. Deploy a few chip damage units like Bandit or Royal Ghost to keep your opponent on their toes. - Mid Game
As you move into the mid game, start splitting the Three Musketeers behind your King Tower to create dual-lane pressure. By this stage, you should have an Elixir advantage, allowing you to support both lanes with cards like Battle Ram, Royal Ghost, or Bandit. - Late Game
In double Elixir time, the deck truly shines. You can cycle faster and overwhelm your opponent with continuous pressure. Aim to keep your Elixir Collector down at all times and force your opponent to make inefficient trades. The key is to keep them guessing which lane you’ll push next. - Matchups
- Against Spell-Bait Decks: The Log and Fireball provide ample coverage for dealing with swarms and bait cards. Prioritize Log for Goblin Barrel and Fireball for heavy swarms.
- Against Beatdown Decks: Use Three Musketeers defensively to eliminate tanks, then counter-push. Split lane pressure can force your opponent into awkward positions.
- Against Control Decks: Elixir Collector is your best friend. Force out their heavy spells early, and then capitalize with your Musketeers when their counters are out of cycle.
Thank you guys so much for reading this guide and if needed, my wish is your command. I will be in the comments section helping people out so feel free to ask questions!
MoonBean out!