Decks:

Ice-keteer

  • View Master Deck
  • 8
  • Control
  • 4.1
  • Oct 28, 2017 (1 month ago)
9
Three Musketeers
Rarity: Rare
Type: Troop
Trio of powerful, independent markswomen, fighting for justice and honor. Disrespecting them would not be just a mistake, it would be a cardinal sin.
Seen in 2% of the last 50 competitive decks.
9
Three Musketeers
5
Musketeer
Rarity: Rare
Type: Troop
Don't be fooled by her delicately coiffed hair, the Musketeer is a mean shot with her trusty broomstick.
Seen in 28% of the last 50 competitive decks.
5
Musketeer
4
Fireball
Rarity: Rare
Type: Spell
Annnnnd... Fireball. Incinerates a small area, dealing high damage. Reduced damage to Crown Towers.
Seen in 18% of the last 50 competitive decks.
4
Fireball
5
Elixir Collector
Rarity: Rare
Type: Building
You gotta spend Elixir to make Elixir. Boots Elixir production.
Seen in 54% of the last 50 competitive decks.
5
Elixir Collector
4
Freeze
Rarity: Epic
Type: Spell
Freezes troops and buildings, making them unable to move or attack. Everybody chill.
Seen in 36% of the last 50 competitive decks.
4
Freeze
3
Ice Wizard
Rarity: Legendary
Type: Troop
This chill caster hails from the far North. He shoots ice shards at enemies, slowing down their movement and attack speed.
Seen in 12% of the last 50 competitive decks.
3
Ice Wizard
2
Ice Golem
Rarity: Rare
Type: Troop
He's tough, targets buildings and explodes when destroyed, slowing nearby enemies. Wears a fashionable collar of coal to match his nose and nails.
Seen in 0% of the last 50 competitive decks.
2
Ice Golem
1
Ice Spirit
Rarity: Common
Type: Troop
Spawns one lively little Ice Spirit to freeze a group of enemies. Stay frosty.
Seen in 0% of the last 50 competitive decks.
1
Ice Spirit

Deck Audit

Cards that are commonly used to counter multiple cards in this deck:

4
Fireball
Rarity: Rare
Type: Spell
Annnnnd... Fireball. Incinerates a small area, dealing high damage. Reduced damage to Crown Towers.
Seen in 18% of the last 50 competitive decks.
4
Fireball
5
Witch
Rarity: Epic
Type: Troop
Summons skeletons, shoots destructo beams, has glowing pink eyes that unfortunately don't shoot lasers.
Seen in 4% of the last 50 competitive decks.
5
Witch
3
Arrows
Rarity: Common
Type: Spell
Arrows pepper a large area damaging everyone hit. Reduced damage to crown towers.
Seen in 30% of the last 50 competitive decks.
3
Arrows
5
Barbarians
Rarity: Common
Type: Troop
A horde of melee attackers with mean mustaches and even meaner tempers.
Seen in 24% of the last 50 competitive decks.
5
Barbarians
2
Goblins
Rarity: Common
Type: Troop
Three fast, unarmored melee attackers. Small, fast, green and mean!
Seen in 50% of the last 50 competitive decks.
2
Goblins

Danger! This deck may not counter some of the more powerful cards in the game. This deck may be susceptible to the following cards:

7
P.E.K.K.A.
Rarity: Epic
Type: Troop
A heavily armored, slow melee fighter. Swings from the hip but packs a huge punch.
Seen in 4% of the last 50 competitive decks.
7
P.E.K.K.A.

Guide

I've always been fond of the three musketeers and have this one nearly maxed out. The idea here is to let them do all the work. I try to put pressure on both lanes and use the ice troops and spell to control and lock down their cards so the musketeers can do work.

 

The biggest problem is if you lump them together and let a rocket take them all out, this is why I pressure both lanes. 

 

TIPS:

ELIXIR COLLECTOR:
Drop this whenever you can and split it up. It draws out cards like miner, fireball, poison and rocket. If you draw out rocket pull out the three musketeers ASAP. Defend againsts miner with something like ice spirit or the single musketeer, or even drop the ice golem on him to draw agro. goblin barrell, ice spirt or golem or even wizard will shut them down. If they ignore this you can cycle quickly and get out 3 musketeer easier, if they directly target it you free up threats to three musketeers.

 

FIREBALL:
This is you big boom. I drop it on their tower if they try to trail a wizard, executioner, or if they build up a swarm or use a horde, great on both barbs too. Mine is pretty high level, so watch if you have lower level. I will wait to hit barbs or the like until they hit just past the bridge. This way the tower will take a few shots at them, it scatters them and then takes a few more. usually this will break up some sort of rush like that stupid elite barb one.

 

MUSETEER:
This is to double up on a side or counter. Play this behind a tower, in the middle or at the bridge for a push that is already crossing the bridge. whatever you drop this near make sure to leave space so you can get splash damaged

 

THREE MUSETEERS:
This is THEE CARD in this deck, it's your win condition. You want to keep as many alive as you can, mine will not die to fireball. If yours will this might make this deck extremely hard for you to play. In almost every instance you will split these three ladies behind your king tower. SPLIT SPLIT SPLIT. You can also split in front of your king tower if you are dealing with a counter.  This way they will all gang up on that counter then split themselves down two lanes. When you do split down a lane you want to drop a troop with them to protect. Typically you'll want to drop them when you have 10 and do nothing until you see a reaction. if they drop troops on the 2 drop an extra single musketeer on the other. Now both lanes have the same threat. If they react to one side support the other with your other troops. If you take out a tower you can drop these lands in the middle on their side to cause massive headaches. The problem here is if they drop something directly on them, so be careful and only do this in double elixir time, preferably with the collector

 

ICE SPIRIT:
This little guy is more then just cycle this time, he is a protector and defender. Drop him behind a musketeer push. He will save your ladies! First if they drop the skeleton army he destroys most of them, if it's a valkyrie he will stop her and slow her down so they can survive. My 3M will take out a val no problem but the ice spirit means they survive with more. ice spirit is also great to slow down hordes and the like or baloon etc. He can also be dropped at bridge when you are fighting a push and their troop locks on to your troops or tower. This gives extrea time. Also great if he makes it to their tower so your musketeer can do work. 

 

ICE GOLEM:
Oh the power! So many ways to hurt them, first if they are pushing great to draw their attention so your tower and musketeers can do work. I drop him in the middle on my side when they have a big tank like troop. Drop on other side you can actually get something like the skeleton giant or knight or val for example to follow it across to the other lane and back towards their own tower :D Drop him in a swarm to draw agro, off center him for this so your musketeers don't take damage when all troops turn to him. He is also great to drop at bridge with two musketeers on the side they are not counter. If you have two musketeers on each side and they attack one with spells etc you can drop the ice golem on the other side with two or one just in front of them at the bridge and he'll take some tower shots to get your musketeer more on their tower. I will somtimes do the split and the single one will not get attack so I drop ice golem in front at bridge and ice spirit behind them both. That side can take out half a tower sometimes. 

ICE WIZARD:
Mr support himself. Mostly a tower defender, drop to side to slow troops. Save him for stuff like hog, giant etc. He also is great gainst swarms and can follow behind a solid push after you have counter some of theirs. He is great for his splash slow, a musketeer and ice wiz can take out alot of troops pretty easy. Keep him safe though dont' drop recklessly he needs to be behind a tower or musketeer to be most effective. I've had him be the last one alive and do 2 to 3 shots on their tower. he will slowly help chip away. I try to drop him towards center or behind a tower. Just keep him from being grouped too close to others unless he is behind a push. A solid push can be an ice golem, musketeer, ice wizard.

FREEZE: 
Situational, I don't use this alot...however if they do drop big troops that do alot such ase the mega knight, highlevel val or you ar ehitting their tower and they try to counter...this is where it shines. I've had them drop barbs on my musketeers once they lock on their tower. Well I drop freeze on their counter and my musketeers have a chance to do some work to the tower. I have used this defensively against big pushes but only if I have enough other counter troops out. I normaly use this to shield a push when I do deply it. typicallly though it sits unused most games and just takes up a card spot.


THREATS:
golem, mega knight. These two are the worse cause they take so long to shut down and that stupid mega knight dropped over the top of the three ladies can be devistation. If you can freeze that SOB your ladies can bring him down but he will kill them all. That is why we split push all the time. golem is ok but better if you have your musketeers back to counter him as he crosses. 

 

rocket hurts if they catch all 3 ladies so careful there

 

val is easy to shut down remember your ice suppor troops. 

 

swarms, and hordes oh my. These can be a challenge, you just have to support them proper but if they drop army or horde ontop of or after taking out your ladies it can be tricky that is why all the ice support troops do splash :D slow and splash good combos

giant skeleton bomb he can be trick-ish i kyte him with the ice golem when I can, but if you have three musketeers out and they drop this death trap after he's gone his bomb WILL kill all three sadly :( so careful you want that bomb out of the walk line. somtimes this means dropping the three musketeers off to the side or behind him so when dead they walk away from the bomb. 

 

GOOD LUCK,
Blaze Dragon

    Posted 1 month ago

    thebee03

    01/11/17

    Do some looking into the meta because this is vulnerable to about 20 cards, almost all are in the top 30 in useage rate

    Posted 1 month ago

    thebee03

    01/11/17

    How do you expect to win any games? 4 musketeers is too easy to counter, and then you have no other dps that can hurt any tower. Any deck with a tank that is 7 elixir or above this loses to, any hog deck this loses too. You need more damage and one less musketeer. Ice wiz suport only works when you are running siege. Mini pekka, miner and knight would be good aditions. The freeze is near pointless because it costs too much to play with the only card that could use it on defence, and offensively  if you use it with three muskets you are overcommiting to a push that is way too easy to counter. Most decks could 6 for 13 that push meaning you essentially lose the game because a deck was built properly.