Decks:

Miner-Bowler Lightning (Full Control)

  • View Master Deck
  • Hammad80
  • 8
  • Control
  • 3.9
  • Nov 25, 2016 (8 months ago)
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
6
Lightning
Rarity: Epic
Type: Spell
Bolts of lightning hit up to 3 enemy troops or buildings with the most hit points in the target area. Reduced damage to Crown Towers.
Seen in 16% of the last 50 competitive decks.
6
Lightning
2
The Log
Rarity: Legendary
Type: Spell
A spilt bottle of Rage turned an innocent tree trunk into 'The Log'. Now, it seeks revenge by crushing anything in its path!
Seen in 0% of the last 50 competitive decks.
2
The Log
5
Inferno Tower
Rarity: Rare
Type: Building
Defensive building, roasts targets for damage that increases over time. Burns through even the biggest and toughest enemies.
Seen in 4% of the last 50 competitive decks.
5
Inferno Tower
3
Minions
Rarity: Common
Type: Troop
Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!
Seen in 40% of the last 50 competitive decks.
3
Minions
3
Mega Minion
Rarity: Rare
Type: Troop
Flying, armored and powerful. What could be its weakness?! Cupcakes.
Seen in 0% of the last 50 competitive decks.
3
Mega Minion
6
Bowler
Rarity: Epic
Type: Troop
This big blue dude digs the simple things in life - Dark Elixir drinks and throwing rocks. His massive boulders bounce off their target, landing behind for a double strike.
Seen in 0% of the last 50 competitive decks.
6
Bowler
3
Miner
Rarity: Legendary
Type: Troop
The Miner can burrow his way underground and appear anywhere in the Arena. It's not magic, it's a shovel.
Seen in 14% of the last 50 competitive decks.
3
Miner

Deck Audit

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

3
Minions
Rarity: Common
Type: Troop
Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!
Seen in 40% of the last 50 competitive decks.
3
Minions
5
Minion Horde
Rarity: Common
Type: Troop
Six fast, unarmored flying attackers. Three's a crowd, six is a horde!
Seen in 32% of the last 50 competitive decks.
5
Minion Horde
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
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
2
Spear Goblins
Rarity: Common
Type: Troop
Three unarmored ranged attackers. Who the heck taught these guys to throw spears!?! Who thought that was a good idea?!
Seen in 24% of the last 50 competitive decks.
2
Spear Goblins

Guide

~Deck Viable as of 12/17/2016~

 

INTRODUCTION:-

Hi guys. It's Hammad again. This is my third deck I will be showing you guys. It has helped me reach 2900+ trophies (my best so far). I have made sure this deck can counter everything in the meta, and does well against everything in the game if played correctly. 

 

____________

 

*TYPE: Control-

Work on getting Elixir advantages. This is possible by countering your opponent's pushes with the most efficient use of Elixir possible.

 

-Recommended Level of Cards for this deck:

+Commons: Level 8+

+Rares: Level 5+

+Epics: Any level

+Legendaries: Any level

 

____________

 

~~~Usage of each Card (+replacements)~~~

 

 

 

{Lightning} HEAVY SPELL

 

-Killing support (worth of 7+ Elixir, or deadly support)

-Destroying 2+ spawner buildings

-Destroying Elixir Collector w/ damage on crown towers

-Finishing off weakened crown towers

-Resetting Sparky's/Inferno's/Inferno Dragon's charge along w/ getting damage done on crown tower, or killing other high elixir/crucial units

 

+Replacements+

-Fireball

-Poison (not recommended in its current state, as of now)

-Rocket

 

 

 

{The Log} CHEAP SPELL

 

-Knocking back units

-Killing a swarm of cheap units

-Taking out Princess

-Resetting units' targets

 

+Replacements+

-Zap

-Arrows

 

 

 

{ARROWS} FAIRLY CHEAP, LARGE AOE SPELL

 

-Taking out swarms

--Minions

--Minion Hordes

--Skeleton Army

-Taking out units

--Princess

-Finishing off crown tower (protected)

 

 

+Replacements-

-Ice Spirit (Not nearly as reliable, more uses) 

-Zap (Not as reliable, more useful)

-Fire Spirits (Not as reliable, much more uses)

-Furnace (not recommended, but still viable) 

-Fireball (expensive, more damage, smaller AOE)

 

 

 

{Inferno Tower} POWERFUL AERIAL TARGETTING DEFENSIVE STRUCTURE

 

-Taking out tanks

--Golem

--Lava Hound

--Giant

-Taking out medium HP units

--Hog Rider

-High HP distraction

-Last second distaction

-Aids in switching your gameplay to fully defensive during a match (in cases when you are deciding to tie or defend after getting a lead)

 

+Replacements+

-Hidden Tesla (weaker)

-Cannon (no aerial targeting)

-Furnace (unreliable damage)

-Tombstone (no aerial targeting)

-Bomb Tower (no aerial targeting)

-Inferno Dragon (will not distract defense-targeting or ground troops)

 

 

 

{Mega Minion} FAIRLY CHEAP, AERIAL POWER TROOP

 

-Taking out medium HP troops

-Taking out tanks

-[Aerial] support

-Taking out aerial troops

-Mini-tank

-Cycling

 

+Replacements+

-Minions (easier to take out w/ splash)

-Archers (ground troop, ranged)

-Musketeer (ground troop, ranged)

-Witch (ground troop, ranged, expensive)

-Wizard (ground troop, ranged, expensive)

-Princess (ground troop, ranged, AOE hits, weaker)

-Minion Horde (easier to take out w/ splash, expensive)

 

 

 

{Minions} FAIRLY CHEAP, AERIAL SWARM UNITS

 

-High DPS

-Aerial Swarm

-Taking out multiple units at once

--Skeleton Army

--Graveyard

-Taking out tanks

-Taking out medium HP troops

-Cycling (not recommended)

 

+Replacements+

-Spear Goblins (cheaper, Ranged, ground units, weaker)

-Mega Minion (single air unit)

|-REFER TO REPLACEMENTS FOR MEGA MINION-|

 

 

 

{Bowler} TANKISH, GROUND, SPLASH UNIT

 

-Clearing troops

-Knocking back troops (limited)

--Hog Rider

-Shuts down spawners

-Can be used to build a push

-Can make units retarget

-Can be used as a tank

 

+Replacements+

-Ice Wizard (no pushback, less health, slows troops, projectile does not go through troops, can attack aerial)

-Witch (no pushback, less health, less damage, attacks faster, projectile does not go through troops, can attack aerial, unit producing)

 

 

 

{Miner} FAIRLY CHEAP MINI-TANK; CAN SPAWN ANYWHERE

 

-Can spawn anywhere unharmed

-Mini-Tank

-Low Elixir cost

-Can snipe troops in an oncoming push (i.e. Musketeer from a Giant-Musketeer push)

-Distraction

-Amazing at launching counter pushes

-Can help on defense, if needed

 

+Replacements+

|-NOT RECOMMENDED TO REPLACE-|

-Graveyard (spell, more expensive)

-Hog Rider (can be distracted by buildings and killed on the way to the crown tower, more health and much more damage, only attacks buildings, more expensive)

 

 

____________

 

!Strategy!

 

     In the beginning, observe your starting hand. If you have a defensive hand, wait for your opponent to do something. If you have an offensive hand, launch a cheap push (i.e. Miner + minions). DO NOT LAUNCH AN EXPENSIVE PUSH IN THE BEGINNING. Do not use arrows (in case the opponent has minion horde). If you have a bad hand (i.e. Lightning, log, inferno tower, arrows), launch a cheap thing (w/ the exception of arrows) to cycle. Otherwise, wait for opponent to make the first move.

 

     Once you know your opponent's cards, counter them the best way possible. Once everything is countered, you might have some remaining troops (i.e. Bowler with half health and almost dead minions). If you do, cycle to your miner, if necessary, and use it to launch a counter push. Abandon push if it's getting too expensive or if it fails. Always keep some Elixir on hand. If situation is not looking good for you, or if everytime your's and your opponent's pushes play out and you have more damage done on you, reset and change your playstyle. Otherwise, do your best for a tie....and trust me, tying is actually pretty easy with this deck because on defense, miner is almost like a knight, and control decks are very easy to tie with, especially if you are aiming for a tie.

 

[Win Factors]

>Lightning Chip damage (slow)

>Miner Chip damage (slow)

>Miner counter-push (fast, but risky)

 

 ____________

 

>MATCH-UPS<

 

*Like I promised you guys, there aren't any weaknesses. However, a couple decks are a bit hard to play against.....

 

~Airfecta (Lava Hound Double Dragon)~

 +Difficulty: Hard

 

-When the opponent deploys the lava hound, deploy mega minion or bowler at back. If you don't have those cards on hand, minions will do. As soon as the hound reaches the bridge, plant inferno tower towards the middle to distract it. If the opponent places a mega minion, use your mega minion to counter it. If the opponent plays Inferno Dragon, use minions or mega minions. Bowler and log can deal with any ground troops. When the pups spawn, arrow them. Turn your leftover troops to offense by counter pushing with miner.

Don't worry if the opponent lightnings the Inferno tower, as then he won't have enough enough to put other stuff behind. If he does lightning, either leave the hound alone and arrow it when it pops, or use mega minion/minions to speed up the process and then arrow, if necessary. 

-If the opponent is able to lightning the inferno tower and put behind support behind the hound (will most likely happen if you made some mistakes), take card of support behind the hound and arrow the pups.

 

 

~Lava Hound buildup decks~

+Difficulty: Medium-Hard

 

-Refer to strategies above. 

-If opponent uses ground support, use bowler. 

-If opponent uses graveyard, use bowler/minions to clean it up. If you decide to use bowler, understand that you might suffer around 200-600 damage. If you use minions, be sure to have the hound distracted towers the inferno tower so minions only target the graveyard. Keep in mind if the opponent has any card that can take out minions. If they do, keep other cards on hand.

-If the opponent uses miner, take card of it with troops IF the hound is not going to pop soon. If the hound is about to pop, keep arrows on hand/cycle to them to take card of pups. Then deal with miner.

 

 

~Graveyard Freeze~

+Difficulty: Medium

 

-While this combo is expensive, it can easily take out the tower if not countered properly.

-Minions/Bowler can counter the graveyard. However, since the opponent has freeze, don't use all troops on graveyard. Use 1 counter for graveyard, and when the opponent freezes, use the other counter. Worst case scenario, use log to prevent excessive damage on your tower.

-After countering, make sure you have miner to counter push. Other wise, your weakened troops will die off before they do anything, and the opponent will chip you to your defeat.

 

____________

 

So there you go guys. I hope this simple but powerful deck can help you guys! 

 

 

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