Decks:

The Best Miner Chip-Cycle Control Deck

  • View Master Deck
  • 8
  • Control
  • 2.9
  • Nov 27, 2016 (5 months ago)
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
3
Guards
Rarity: Epic
Type: Troop
Three ruthless bone brothers with shields. Knock off their shields and all that's left are three ruthless bone brothers.
Seen in 2% of the last 50 competitive decks.
3
Guards
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
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
4
Lumberjack
Rarity: Legendary
Type: Troop
He chops trees by day and hunts The Log by night. His bottle of Rage spills everywhere when he dies.
Seen in 0% of the last 50 competitive decks.
4
Lumberjack
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
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
2
Zap
Rarity: Common
Type: Spell
Lightning zaps enemies, dealing damage inside a small radius. Reduced damage to Crown Towers.
Seen in 62% of the last 50 competitive decks.
2
Zap

Deck Audit

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

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
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
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
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
1
Skeletons
Rarity: Common
Type: Troop
Four fast, very weak melee fighters. Swarm your enemies with this pile of bones!
Seen in 44% of the last 50 competitive decks.
1
Skeletons

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

6
X Bow
Rarity: Epic
Type: Building
Nice towers you got there. Would be a shame if this X-Bow whittled it down from this side of the arena...
Seen in 4% of the last 50 competitive decks.
6
X Bow
3
Mortar
Rarity: Common
Type: Building
Defensive building with a long range. Shoots exploding shells that deal area damage. Cannot shoot at targets that get very close!
Seen in 4% of the last 50 competitive decks.
3
Mortar

Guide

Intro: With its cheap average elixir cost (2.9), it is very easy to cycle through this deck, whether to cycle to get your push going before your opponent can efficiently counter it, or to cycle to your counters for your opponent's push. With this deck's amazing defensive capabilities, it can also be considered a control deck. Your first push isn't supposed to take out a tower, but if it does, good for you, but the main goal is to keep chipping away at your opponent's towers' HP by playing good defense, then turning that defense into a counterpush, and by attacking when your opponent is low on elixir or just spent elixir.

Rock, Paper, Scissors: It is known that Clash Royale can sometimes feel like rock, paper, scissors. Beatdown decks can have an upper-hand versing Siege decks. Siege decks can have an upper-hand versing Control decks. And Control decks can have an upper-hand versing Beatdown decks. In Beatdown decks, your goal is to run down and overwhelm your opponent with large pushes, taking down towers as your primary objective, and not having to worry about much damage inflicted onto your towers. Three-crowning is usually how you win with a Beatdown deck; you beat down your opponent. In Siege decks, your goal is to attack when your opponent is at a disadvantage with the use of cards that can damage your opponent's towers from your side of the arena (ie: x-bow, mortar, and princess). Your primary objective is to protect your long-range tower-damaging building at all costs, whether it be with a tank, a splash unit, or another building. In Control decks, your goal is to play good defense, and turn that defense into an offense (counterpushing), and to attack when you know your opponent is low on elixir, or just used their efficient counter to your push. Your primary objective is to make positive elixir trades. Positive elixir trades are the key. One to two-crowning is usually how you win with a Control deck; you control the playing-field, and control your opponents card cycle and what cards he/she plays. Counterpushing is the way to go with a Control deck.

Then How Do I Counter Siege Decks?: Don't play to aggressively. Take it slow, save up elixir, and wait for your opponent to attack with their x-bow or mortar. Then, counter it with your cards and make a positive elixir trade, and then use your surviving units to counterpush with your miner. If you don't have any surviving units, then push the opposite lane (ie: with a miner push or a lumberjack push). It's called opposite-lane-pressuring (more on that later). The key to opposite-lane-pressuring is to attack when your opponent is low on elixir or just spent elixir.

Ice Spirit: Can be paired with zap, making it just like arrows, but both being individually more versatile and effective. The freeze ability of the ice spirit can reset the target enemy troops, and reset the charge of sparky, inferno tower, and inferno dragon. You can also freeze enemy units so that your damage-dealing units, such as the lumberjack, mega minion, and guards, can eliminate those troops that would otherwise automatically take out your fragile troops. If your opponent zaps your inferno tower, you can use your ice spirit to freeze the enemy unit, giving your inferno tower enough time to decimate the enemy unit.

Main Push: Miner paired with either your blitz card, the lumberjack, or your tempo/burn cards, guards or mega minion. You may add an ice spirit if you have enough elixir so you can add a bit of extra support to your push, or if you know the ice spirit is a good counter to your opponent's counter to your push. Since this is a control deck, you should focus on making positive elixir trades (which are always important) on defense and shutting down your opponents push, and then using your surviving units to counterpush, using your miner to tank. If you have a sufficient amount of elixir, you can get ready with a spell, like your log or zap, to eliminate any enemy units trying to counter your push. But you don't always need to counterpush. You can send a miner with a mega minion or guards down the opposite lane in which your opponent has played a card in the back. This is called opposite-lane-pressuring. This forces your opponent to either lose a tower, or spend elixir to defend your push. Since your opponent has used up elixir and used troops meant for his/her push, he/she cannot afford to create a game-winning push. You can now counter the enemy troops seperately, since they are split, and easier than if they were together, ultimately making positive elixir trades. On defense, the lumberjack, mega minion, or guards, paired with an ice spirit will make positive elixir trades.

Miner Placement: Randomize/vary your miner placement, as to confuse your opponent, and prevent him/her from predicting where your miner will be so they can't counter it efficiently.

Secondary Push, Tips on How to Fully Utilize your Lumberjack, and Defense Tips: Lumberjack paired with a mega minion or ice spirit is your secondary push (you might want to get ready to throw down a log or zap spell for extra support). It's really good at opposite-lane-pressuring, not so much with counterpushing (that's what the miner is for), but the after-death rage is very useful. If your lumberjack dies on your opponent's side of the arena, you can send in a miner, guards, or mega minion to benefit from the rage. The lumberjack is really good at taking out supporting units behind a tank, multiple units due to its fast attack speed, and overall any unit. Use your inferno tower to eliminate troops like giants, pekkas, golems, giant skeletons, royal giants, etc. You can defend against a hog rider by using a lumberjack, or a log or ice spirit with a mega minion. Use zap or log to remove low HP units protecting/surrounding your opponent's supporting troops so that now, your lumberjack can take them out easier. The lumberjack is a blitz card that pairs good with tempo/burn cards like a mega minion. The lumberjack also does very well with an ice spirit (recommended over the mega minion), so that the ice spirit freezes any units meant to distract your lumberjack. Hover your zap for extra support. If you have enough elixir, use your lumberjack's after-death rage to get some extra damage done onto your opponent's tower by using your miner, guards, or mega minion. The log is great against barbarians and three musketeers. Log and zap is great at destroying hordes of low HP units. The log breaks up troop synergy with ease, such as prince with dark prince. Use spells on already-weakened enemy units and towers. The miner and log are hard counters to the princess which can be annoying at times. After your lumberjack's death, take advantage of the residual rage to supercharge your miner, mega minion, or guards, to greatly chip away at your opponent's tower. The guards are great at countering single-targeting units (place guards on enemy unit) and slow-hitting units (place guards in the middle of your side of the arena so that the time it takes to get to your tower is extended). It is recommended that you place your inferno tower in the center of your side of the arena too so that the time it takes to get to your tower is extended (same reason as the guards). Use inferno tower mostly for building-targeting units and tanks. When facing an enemy miner, try to predict where your opponent will place it, then surround it with guards or place a lumberjack next to it. If it's an emergency, use your ice spirit or zap to reset the miner's target and distract it with some other troop.

Shutting Down Combos: You will need three critical cards: your Tank Killer, your Support Distraction, and your Support Killer. Let's say you have a giant-bowler-mega minion push coming towards you. First, set down your inferno tower as your Tank Killer (killing the giant). Next, throw your log at the supporting units as your Support Distraction (knocking back the bowler). Notice how nothing has happened to the mega minion because you logged the bowler, and your inferno tower is locked onto the giant? Well, your inferno tower has enough health and damage to effortlessly destroy the giant, and still have a decent amount of health to tank against the mega minion while your arena tower whittles it down. Now, there is still going to be an enemy bowler in the midst of all this, so finally, your Support Killer is going to be your mega minion. Since the enemy mega minion is distracted by your almost dead inferno tower, and the giant was melted by it too, you can safely use your mega minion on top of the bowler because he cannot target it, and with your mega minions high DPS, it will have no problem with the bowler. And now, you have just shut down a big combo. But I can already hear it: "But what if your inferno tower gets zapped, huh?" Well, that's what your ice spirit is for. It will freeze the giant long enough for your inferno tower to regain its full DPS. Be careful with the placement though. You don't want your ice spirit to freeze the mega minion or bowler instead of the giant.

Offense/Attacking/Pressuring/Pushing Tips: While counterpushing is a more defensive-passive way of attacking, opposite-lane-pressuring is more of an offensive-aggressive-surprise attack. Push when you are at an elixir advantage to pressure your opponent. If your opponent is low on elixir, he/she won't have enough elixir to defend your push well, so it causes him/her to suffer damage to their tower. When facing an elixir collector, you must constantly pressure your opponent, so he/she won't have a sufficient amount of elixir to start pumping at any time. If he/she does manage to put down a collector, punish them by automatically attacking their tower. Your opponent won't have a good amount of elixir to defend, so he/she will have to suffer damage to their tower. If you put down an inferno tower to defend, and it's still alive with half or more health, automatically pressure your opponent so that the troops that he/she uses to defend your push will just be melted away by your inferno tower when they get to your side of the arena.

Conclusion: If used correctly, with the knowledge of how each card acts and how each cards reacts when facing other cards, and spending elixir wisely, this deck will counter most strategies in the game and get you lots of wins. And yes, this is a control deck, so your plays, on offense and defense, have to be exact and precise. Timing is everything. It takes a few battles to get familiarized with the preciseness of the control deck play style, and the timing of the chip cycle play style, so do some friendly battles if needed. Remember: banking positive elixir trades and making effective counterpushes is the key to success (well, I mean winning, but same difference though).

Abbreviations: HP=Health Points. DPS=Damage Per Second.

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    10/05/17

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    Posted 14 days ago

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    10/05/17

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