Hey guys, its Blaze back with another guide for you all! Today, I will be talking about one of the top meta decks, which will be none other than the mighty Splashyard.
It’s currently one of the best decks for Tournament Standard or Max level matches. As for non-max ladder, it works pretty well against the decks, but it’s very difficult upgrading the deck to higher levels as it extremely Epic and Legendary heavy.
Graveyard is the win-condition of this deck. It’s one of the top 5 win-conditions in the current meta. It can deal a lot of damage very easily and it’s near impossible to completely defend against a Graveyard.
Poison is GY’s best friend as well as it’s worst enemy when in the opponent’s hand. Even though GY and Poison form a strong pairing, try to use Poison when you can get good value out of it and not just for the sake of it, as an over-commitment can bite you back.
Knight is the main Mini-tank for your GY. For 3 elixir, Knight provides a lot of value and is an underrated card among casuals. As I said, use it to tank for GY, as an assassin to kill support troops (if barb barrel is not available/ isn’t enough) or just take care of win-condition and threat cards.
It’s the best cheap spell in the game. You can use it to clear swarms and take care of support troops at the same time. With GY however, you can also use it as a cheap tank with your GY, if you don’t have other cards available or you wanna apply some opposite lane pressure without losing your defensive cards.
Tornado is the best card to use with the amount of splash available in this deck. You can also use it for King Tower activations. On offense, you can bring enemy troops from outside the Poison spell into it, or to clump all the enemy troops near the Princess Tower so that your splash troops can hit them as well as the tower simultaneously.
Ice Wizard is an amazing defending card with his slowing ability. Couple it with Tornado, and enemy troops are gonna have an extremely hard time reaching to your Princess Tower. It is also a decent tank for your GY, as even though its only Firebally, it only costs 3 elixir and his slowing ability effectively increases his survivability and thus his ability to tank.
Baby drag can be considered to be a secondary mini-tank if this deck. It has quite good HP for a troop meant to be splash support. His fiery breaths can deal serious damage without seeming to be threatening. A lot of your matches would be dependent on getting a Baby drag lock on enemy towers and a good tornado.
It is one of the strongest defensive buildings in the meta, or rather one of the only good defensive buildings in the meta. Bomb tower provides amazing ground defense with its splash and high health, and its death damage can come in clutch a lot of times, even working against air troops. Like the other splash cards, it has amazing synergy with tornado.
The worst starting hand is:
Here, you can’t make any play without wasting elixir and putting you at a disadvantage. If you’re really desperate, then play Bomb Tower and hope that you can defend the enemy push.
In any other case, play anyone of the remaining four cards with the priority as follows:
Play passively and defend, don’t generally go for Graveyard pushes unless the opponent overcommits and you get a good counter push going or if the opponent places a heavy unit in the back and you need to pressure the opposite lane.
Start actively going for GY pushes and applying pressuring, yet always have enough elixir to defend against enemy pushes. This might seem confusing, so let me explain.
Usually, apply pressure with a GY push, opponents spend a decent chunk of elixir on defence, but often can send a something like say, a sneaky Hog rider on the opposite lane. Try to have enough elixir to defend stuff like that.
In triple elixir, your deck becomes extremely strong. The reason being that you can get a lot of your splash troops on the arena and can repeatedly Tornado the enemy troops, so they won’t be getting near your towers anytime soon.
At the same time, you can also do a lot of GY Poison pushes and have a strong support/tankage with it and deal a lot of damage. Here again, Tornado can be used to clump all the enemy troops and kill them with your splash troops, regardless of the number of enemy troops, and get damage on the enemy tower at the same time.
You can also just spell cycle and get GY chip damage if you’re unable to do full-fledged pushes, and try to win the tie-breaker. This also works because you’ll most likely be using Poison and Tornado with your GY.
This deck performs against most decks with ease as it has a really strong defensive set-up. Only sort of tough match-ups could be Heavy Beatdown and other GY Decks.
Against Heavy Beatdown:
Heavy Beatdown isn’t too difficult of a match-up as long as you keep up with opposite lane GY pressure when they used their tank, or start to prepare for a push by placing a 4 elixir or more card. Follow this with a Bomb Tower + splashnado push and you’ll be coming up at the better end of the trade almost always.
Don’t tower trade or let it escalate to a two-tower match. GY becomes significantly weak with two towers defending, while the enemy can start slowly taking down your tower by placing the tanks in the pocket.
Against GY the issue that arises is that you’ll be saving your Poison for each other’s GY, which also means that you’ll be in an extremely weird stalemate situation, unless you can get a lucky GY in.
The result of the match will be dependent on the results of the numerous bridge battle that will take place. In order to win these bridge battles, you’ll need to fine tune your troop placements it’s timing, as well as the better and more effective use of Tornado.
The other way to win this is go for opposite lane instead of battling for the upper-hand in a single lane. However, you need to wait for the right moment to actually go for an attack or else the opponent can actually take out your tower while defending easily.
That’s all folks! Hope you guys enjoyed reading this guide and have fun with this deck! Clash On!