AI Overview: This Three Musketeers Ram deck averages 4.3 elixir and plays as a split-lane swarm. The Elixir Collector builds a bank, the Three Musketeers split the lanes, and the Miner and Battle Ram punish the empty side. The Three Musketeers’ best list wins 70.6% over 695 battles, though 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 34 elixir, which is 4.3 on average, and the Three Musketeers at 9 are the heaviest card.
- The Three Musketeers gained hitpoints on October 6, from 883 to 906, and their best list wins 70.6% over 695 battles.
- The Miner’s tower damage fell from 49 to 39 on July 6, though his best list still wins 66.0%.
- The Battle Ram’s sight range grew to 6.5 tiles on September 8, and the Ice Golem lost 87 hitpoints that day.
- The Minion Horde’s best list wins only 51.9%, and only one of eight printed lists tops 50%.
The Three Musketeers Ram List, Priced Card by Card
The big idea. Bank elixir with the Collector, then split the Musketeers across two lanes and punish the open side with the Miner and Ram.
Matchups. Against Hog decks, the Ice Golem and Gang hold. Against Golem, the Horde and Ram work. Against Lava Hound, the Horde answers. The rule: bank first, push late.
| Card | Elixir | Job in the deck | 2026 status |
| Three Musketeers | 9 | Triple ranged damage | Hitpoints 883 to 906 on October 6; best list 70.6% over 695 |
| Miner | 3 | Chip damage and a lane switch | Crown Tower damage 49 to 39 on July 6; best list 66.0% over 535 |
| Battle Ram | 4 | Fast pressure and a lane switch | Sight range 5.5 to 6.5 tiles on September 8; best base list 57.6% over 663 |
| Ice Golem | 2 | Cheap tank and kite | Hitpoints 1,315 to 1,228 on September 8; best list 58.8% over 14,600 |
| Zap | 2 | Small spell and reset | Crown Tower damage 58 to 48 on June 1; Evo Zap 77.0% over about 1,000 |
| Goblin Gang | 3 | Cheap swarm and bait | No 2026 change; best list 62.9% over about 3,100 |
| Minion Horde | 5 | Air swarm and tank killer | Best list 51.9% over 992; only one of eight above 50% |
| Elixir Collector | 6 | Extra elixir for the cycle | Only six tracked decks run it; touched in the October patch |
The table shows each card’s price, role and 2026 note.
Zoom out. This deck is top-heavy, and the Collector is the weak spot. If the Three Musketeers or the Collector gets a cut, the bank plan slows, and a fast deck will run it over before the cards arrive.
What Changed in 2026
The short version. The Three Musketeers have 906 hitpoints, not 883. The Miner hits a tower for 39, not 49. The Battle Ram sees 6.5 tiles. The Ice Golem has 1,228 hitpoints, not 1,315. Zap hits for 48, not 58. The Goblin Gang did not change.
Another habit. Look at their hand after each trade. It tells you if the Musketeers are safe to place.
Short on time? Read the table, bank with the Collector, and split the Musketeers. That covers most of the deck.
Final word. Patience is the whole point. Do not rush the Musketeers.
Plain talk. This is a simple swarm list. It works when you stay patient.
One more way to see it. The Collector is the savings account. The Musketeers are the big purchase. The Ram and Miner are the fast delivery.
In plain English. The musketeers got a little tougher, the Miner and Zap got a little weaker, and the Ram sees farther. The plan is the same, bank and then split.
Claims, rechecked. The write-up is a prediction for the April 2018 meta and says so. Its popularity guesses are old, and they are not repeated here. Only the 3M Miner Ram Swarm deck is kept, with 2026 numbers. Treat every figure as a starting point, not a rule.
The fine print. The Three Musketeers’ 70.6% and the Miner’s 66.0% carry the numbers. The Goblin Gang’s best list wins 62.9% over about 3,100 battles. The Minion Horde is the soft spot at 51.9%, and the Elixir Collector has only six tracked decks.
Card pages: Three Musketeers, Miner, Battle Ram, Minion Horde and Elixir Collector.
Zoom in. The original was a 2018 guess about the next meta, and it said so. This page keeps the deck, not the guess. A swarm of three shooters and two fast pushers is still a clear plan.
How to Play It Today
Place the Collector early. It pays off only if it survives. Play it when the opponent has no fast pressure.
Last word. Keep the cheap cards moving. The deck wins by trading small and landing big.
Small habit. Count your elixir before every big card. The Musketeers need a lead.
Extra tip. Switch the Miner to the lane the Musketeers are not in. Two lanes are harder to defend than one.
Last tip. Place the Collector behind a full defense. A free Collector is a free three or four elixir.
Quick recap. Collector, Musketeers, Miner, Ram. Bank first, split second.
Reality check. Nine elixir is a big hole if the push dies. Do not place them without a plan for the second wave.
Bottom line. Pick this list if you like a big swarm and own the Three Musketeers. Bank first, split the lanes, and punish the open side.
Worth knowing. The same page lists three other guesses for the new meta, including a P.E.K.K.A Miner list and a Golem beatdown. This page covers only the first.
Upgrade order. Level the Three Musketeers, Miner and Battle Ram first. The Goblin Gang and Ice Golem come next. The Collector, Zap and Horde can wait.
Tips. Use the Goblin Gang to bait the Log and to cycle. Keep the Minion Horde for air and for a tank killer. Open the linked card pages before you queue, since one balance patch can flip a trade.
Split the Musketeers. Drop them in the back, then follow with the Ice Golem as a shield. Keep the Miner and Ram for the open lane.
Elixir math. The Musketeers and Collector cost 15 of the 34 elixir. The other six cost 19, or 3.2 each. So the deck is heavy only in two slots.
Try it yourself: the Clash Royale Deck Builder has Three Musketeers Ram Deck preloaded, so you can swap a card or two before a match. The average sits at 4.3 elixir. No 2026 win rate exists for this exact list.
Zoom out again. Heavy swarm decks need time. If the game keeps speeding up, a nine-elixir card that arrives late will lose more value, and the Collector will look like a gamble.
Frequently Asked Questions
Is a Three Musketeers Ram deck good in 2026?
The Three Musketeers’ best list wins 70.6% and the Miner’s best wins 66.0%, but this exact list has no tracker sample, so test the Minion Horde slot first.
What is the average elixir cost?
34 elixir across eight cards, or 4.3 on average.
Why use an Elixir Collector with Three Musketeers?
The Musketeers cost 9, so extra elixir helps you place them without falling behind.
How do you stop a split-lane push?
Use one cheap card on each lane, then Zap or a small spell on the shooters.
Is the Minion Horde worth it?
It is the soft spot, since its best list wins 51.9%. Swap it first if it feels clumsy.
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.
Hello guys,
As always, Supercell is releasing the new Balance Change update on April 24th in order to make the game fine tuned and to keep the fun throughout the updates.
This time, Supercell is taking a serious look at Dark Prince, Spear Goblins, Barbarian Barrel and more! Let’s take a look!
Clash Royale April Balance Update
Shield HP -25%
Hit Speed 1.1sec → 1.2sec (This change affects Spear Goblins, Goblin Gang, Goblin Hut)
Range 6.5 → 7
Hitpoints +3%
Damage +3%
Area Damage -4%; Freeze Duration 1.5sec → 1sec
Skeleton Barrel
Skeleton count 6 → 7
Radius 3 → 3.5
Duration 2.5sec → 2 sec; Damage per second +21% (this affects Total Damage -3%)
Hits moving targets better.
Some other changes
- Spells: Can now be played on the river
- Fixed: In rare cases, Cannon Cart was not being targeted after losing its shield
- Fixed: Witch would sometimes switch targets (while being locked to a tower), if spawning skeletons pushed her target out of range
- Fixed: In rare cases, Sparky’s hit would reset if she’s knocked out of range while charging
- Fixed: Hunter can now hit targets on top of him
Meta Predictions
With Tornado’s duration being reduced by 0.5 sec, it will be harder to pull troops in order to activate the King Tower as you need to time it more precisely.
This will obviously increase its skill cap which will in turn promote people to shift to buildings.
With decreased duration many predict that it won’t be possible to heavy troops like Giant and Golem to the King Tower.
However, if this is indeed true, our old pal Ice spirit will help us by freezing it and enabling a quicker pull.
Many say that Supercell went overboard with this change.
Well that may be true, there isn’t anything we can do about it. So let’s just see how it actually affects this guy.
Ice Spirit’s stun being reduced by 0.5 seconds reduces his utility and we will definitely see a decline in his usage, similar to when Zap’s stun was reduced by 0.5 secs.
However, I feel this was a much needed change as IS was created to be cycling card and there isn’t a valid reason why he should offer so much value. The damage nerf wasn’t really needed.
Overall, IS will still offer utility not enough like before but still be popular as a cycle card in many cheap decks.
Personally, I feel Dark Prince’s nerf wasn’t that much and it would still be a popular card but not as much as now where it fits in almost any deck.
However, major hit would be to Prince as Prince itself isn’t really strong but Dark Prince is the one that actually made it work.
With DP’s nerf, the combo would viable as much as before, but DP itself would work in many decks like for e.g. Bridge Spam.
Even though two cards of Classic Log Bait w/Tornado were nerfed and Spear Goblins being nerfed as well bait decks which depend on these cards definitely took a hit. But that doesn’t mean that we won’t see bait.
With Skel Barrel and Dart Gob buff, a new variety of bait decks may arrive (and Spear Gob nerf isn’t that bad, Spear Gob will still be better than they before their buff that made them popular).
Not to forget the fact that Minions, Minion Horde, Bats, Skarmy, Gob barrel and Princess are still strong options for baiting out spells.
With the much need buff to Lightning finally arriving, Beatdown decks are gonna be popular once again.
And by beatdown I mean classic heavy Golem Lightning beatdown
With Tornado’s nerf and buildings not able to withstand Lightning, counter Golem will be much harder and with right support, this guy will be ruling the game.
This will also affect the viability of Siege decks which usually lose to beatdown and lightning being popular again.
Also, a major threat to Ladder players, RG lightning is gonna be popular again so get ready with better counters like Mini PEKKA and Inferno dragon for example.
Another Important fact is that PEKKA decks are gonna be popular as she can counter all tanks safely being resistant to lightning.
Lava Hound Cancer Once Again?:
Even though Hound is part of beatdown, he deserves a section of his own.
Lightning buff makes the Classic LavaLoon stronger while other LavaMiner bait decks with Skel barrel are also a good choice if you don’t like Balloon or just wanna be different.
Many other combos like LavaLoonMiner or LavaDoubleDragon will also be seen as in this game, even if a card gains popularity due to another card being buffed, decks which don’t contain this buffed card but containing the first card will be popular.
Overall, Lava Hound is gonna be and A tier card for both Ladder and Challenges.
With Tornado nerf, Miner deck will be stronger as Tornado is the worst nightmare of any Miner player as Miner dies rather quickly with King Tower being active.
Also, as I said PEKKA is gonna be a good choice and we all know about the strong PEKKA Miner combo.
He is also good choice in the new variety of bait decks because of his synergy with Skel barrel and other bait cards.
Lightning buff a threat to 3M?? Nah, don’t forget that 3M has been the meta since a long time, even when Golem Lightning was also the meta.
With DP nerf and Lightning buff, the strongest choice for a rusher in 3M decks would be Battle Ram.
It nullifies lightning as the ram and the barbarians act as Lightning rods, protecting your 3M for a Positive Elixir Trade #OJ.
As discussed above, with rise of Beatdown and Lightning, Siege decks are going to have a hard time.
Major threat would be to X-bow but Mortar would still be viable and may be even strong on Ladder due to over levelling and the Bait meta.
Remember the Miner Mortar Skel Barrel bait deck?? Don’t forget Hog Mortar Bait for the same reason.
With Tornado nerf, one of Hog’s major counter is gonna be less popular.
Buildings were never much a threat to Hog anyway and Lightning buff will make this sure that Hog can safely reach towers.
As said above, Hog Mortar will still be used and may be since, Classic Log Bait is steadily being nerfed and losing popularity, Hog Bait decks that were popular during the days of the First Clash.World Tournament.
The Best Decks for the new meta?
Here, I will be listing the decks which I think are gonna be popular.
Note: Again, this speculation. Other popular decks are definitely gonna arrive and I will be only including decks which already existed in past metas.
3M Miner Ram Swarm
P.E.K.K.A Miner Zappies:
Golem Lightning BabyDrag Beatdown
2.6 Hog Cycle
Miner Mortar SB Bait
That’s all folks!
Hope you guys enjoyed reading this post and have fun and success after this New Update #ClanWarsHype.
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




































