Decks:

Miner - Mini P.E.K.K.A Control Deck (4200+)

  • View Master Deck
  • 7
  • Control
  • 3.3
  • Feb 07, 2017 (12 months ago)
2
Fire Spirits
Rarity: Common
Type: Troop
These three Fire Spirits are on a kamikaze mission to give you a warm hug. It'd be adorable if they weren't on fire.
Seen in 2% of the last 50 competitive decks.
2
Fire Spirits
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
4
Mini P.E.K.K.A.
Rarity: Rare
Type: Troop
The arena is a certified butterfly-free zone. No distractions for P.E.K.K.A, only destruction.
Seen in 24% of the last 50 competitive decks.
4
Mini P.E.K.K.A.
4
Skeleton Army
Rarity: Epic
Type: Troop
Summons an army of skeletons. Meet Larry and his friends Harry, Gerry, Terry, Mary, etc.
Seen in 2% of the last 50 competitive decks.
4
Skeleton Army
3
Princess
Rarity: Legendary
Type: Troop
Shoots a volley of flaming arrows halfway across the Arena. The Princess is afraid of germs, so keep the rabble away from her!
Seen in 54% of the last 50 competitive decks.
3
Princess
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
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
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
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
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
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
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
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
4
Skeleton Army
Rarity: Epic
Type: Troop
Summons an army of skeletons. Meet Larry and his friends Harry, Gerry, Terry, Mary, etc.
Seen in 2% of the last 50 competitive decks.
4
Skeleton Army
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
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
Wizard
Rarity: Rare
Type: Troop
The most awesome man to ever set foot in the arena, the Wizard will blow you away with his handsomeness... and/or fireballs.
Seen in 2% of the last 50 competitive decks.
5
Wizard

Guide

  

I have been playing since the 2700 and got me to almost 4600 as a Level 10. This deck will require some basic knowledge of the game and having a grasp of miner decks. Note: This is generally a 1 crown deck, meaning that you will want to defend your tower hitpoints as much as possible since the objective is to chip your opponent out. In this deck guide I will explain the roles of each individual card, effective synergies, and some interesting plays you can make. The best thing of this deck is that unlike many other archetypes, Miner Control/Chip is a very versatile deck where you can use all cards for both offense and defense. Card Overview + Decklist

 

 

 

 

MINER obviously the key factor of this deck. You mainly want to use it as your tank for your support troops but can also be used as a win condition if necessary. Try keeping pressure on your opponent by sending the miner as much as you can but remember to switch up your placement every time. The miner can be used on defense if completely necessary and will serve the purpose of a weaker knight. - Posibble Sustitutions: N/A

 

 

 

PRINCESS: By far one of the best support troops in the game. Even though the rise of The Log has hurt her, a lot. The princess keeps saving me in many games. Always try spreading her from your push so she doesn't get killed by defending troops. Also works as Spell bait. Tip: If your opponent places his/her princess behind the king tower, immediately place yours at the river. This way your princess will get a collateral shot on your opponents p, letting yours kill the princess while yours survives. - Possible Sustitutions: The Log,Spear Goblins,Fire

Spirits,Arrows,Ice Wizard,Fire Spirits,Archers

 

 

 

 ZAP: By far the best and most versatile spell in the game. Killing cheap troops, Reseting infernos and making towers re target are just one of the main functions of this awesome spell. Generally used to clean up the way for Mini Pekka. Note: The 1/23 Zap nerf shouldn't affect the utility of the spell since Goblin Barrel is generally countered with other cards. Possible Sustitutions: The Log

 

 

 

MINIONS:  Another strong card that has survived through several METAS for its versatility. Minions are a great support troop that can easily punish opponents with weak air defense. If you're facing Graveyard make sure to save your minions and have another card in case the opponent freezes them. Possible Sustitutions : Minion Horde

 

 

 

INFERNO TOWER: By far the most reliable building in the game right now. Synergises well with skarmy since both cards are Zap baits. If you're opponent has Zap/Log be sure to save your Mini Pekka for defense. Inferno Tower placement depends on the situation. Most times you will want it to be hit by support troops allowing your cheap troops to clean up. Possible Sustitutions: Cannon,Furnace

 

 

 

SKELETON ARMY:  Another card affected by The log's popularity raise but still one of the best epics in the game. Should always be used on defense to counter tanks and heavy hitters, always assume that the opponent has zap in hand so you do not get blind sided and lose a tower. Even though skarmy shines at defense, it can easily punish and over run a deck with lack of splash damage. Tip: When facing tanks, first place your inferno and then clean up with Skarmy. Possible Sustitutions: Goblins

 

 

 

FIRE SPIRITS: Your main source of splash and cheap damage. This 3 little brothers are usually underrated and ignored by the opponent. Your alternate counter to Goblin Barrel if Skarmy isn't available. Tip:I generally like to start the game with bare fire spirits since they will force him/her to play a card or take the 500 HP damage, this will also help you shuffle your deck. This strategy works most of the time since it doesn't let your opponent with any elixir to counterpush, forcing them to make a hard choice. Possible Sustitutions: Ice Spirits,Fireball,Poison,Ice Golem

 

 

 

 

Mini Pekka: By far the most underrated card in the entire game right now. The damage dealer of this deck, this versatile card can destroy tanks and with the help of miner form a very scary counter push. Shines at defense and pretty good at offense, the mini pekka can shred tower but can be hard to get to a tower. Accompanying it with a lot of splash can help this monster get to the tower. Note:avoid pushing with Mini Pekka+ Fire spirits since this push can easily be shut down for a negative elixir trade. Possible Sustitutions:Elite Barbarians,Megaminion,Knight

 

Matchups

 

Favorable

  • Golem Decks: Just like any other Beatdown decks Golem decks are weak to chip decks, since this archetypes is more fast paced and heavy decks can hardly keep up. Dont let the opponent push and try keeping their counters off cycle. I usually end up defending one "Big" push and end up winning 1-0.

  • Lavaloon: Lavaloon got popular with the rise of Elite Barbarians and the lack of air coverage in many decks. Luckily this isn't one of them, Inferno tower should be highly protected and Skarmy should help distract support troops long enough for your towers to take down this combo. Fire spirits can take over 30% of a balloons health if you're in trouble. Your offense should consist mainly of Miner+Minions cycle to keep the pressure up. Over 70% win rate against this archetype.

  • Hog Freeze with Elite Barbs: By far one of the best matchups, always try keeping up with your opponents cycle since one Hog+Ice golem can set you back immensely. The opponent's deck is weak to Miner+ minions because they usually bring Zap and Freeze. Inferno at the farthest pull possible when defending the hog. When defending Elite Barbs, keeping the calm is the main objective. Don't place your troops on top of them, start by pulling them with Fire spirits and continue with either skarmy or Mini Pekka.

  • Giant decks: Easiest match up possible. The main objective is to chip the opponent out with miner cycle. If the opponent is running arrows, place minions first quickly followed by the miner. This will allow for the first minion to tank 3 shots letting the miner get some chip damage that ends up accumulating. Never let a giant get to your tower, try to keep a positive elixir advantage and remember to kill support troops before killing the Giant.

  • Zap Bait: This deck has a lot of splash and could be considered a hard counter to zap bait. Tip: Never zap the goblin barrel, most zap bait decks run Log+Fireball which leaves them vulnerable to defensive Skarmy/Fire spirits. Mini Pekka+ Fire spirits can punish your opponent very easily if they dont have Skarmy on cycle. Save Fire spirits for horde, zap for Skarmy and your Skeleton Army on defense. Inferno will be rendered useless unless the opponent has furnace, is the opponent places furnace on one lane play your inferno in the other so it can melt both spirits without them hurting your towers

Split match ups

  • Graveyard Freeze: By far one of the hardest archetypes to face. If you see a graveyard immediately expect a freeze. This games i usually go for a tie since this deck isn't good at recovering from a tower down and has little potential to punish your opponent. Minions will get freezed and Skarmy zap, in case this happens be ready to zap the skeletons accumulated. Try to keep control of the game and remember to save your minions.

  • Hog+ Ice Golem: By far the most annoying match up you will get to face. Ice Golem and archers are great at defending all types of pushes and the Hog+ Ice Golem combo can make you pay for a bad rotation. Always having your inferno on cycle is the key part of this battle, I generally win on 2x elixir when the opponent tries to cycle fast to his hog and leaves himself vulnerable. When pushing avoid Ice golems at all cost.

  • RG + Furnace: This type of matches go one way or another. They either Rage Quit or I lose. Depending on the spells/Splash damage your opponent brings adapt your game style. Has Log and Zap? Then save Inferno(Which will get zapped) and Mini Pekka to finish of the tank. Furnace can be annoying specially if the opponent logs your princess. Miner+ Minions generally wins it for me. Note: By any means lose a tower, RG decks only get stronger after taking a tower while this deck crumbles to the King Tower.

Unfavorable Matchups

  • Three Muskeeters cycle: One of the most interesting matchups. If you take a tower is basically game over because you can place your troops on top of the musketeers. Generally defend with Skarmy (Avoid using it over and over again) and/or Mini Pekka+ Fire spirits. Have a 50% win rate against these.

  • Siege (X-Bow/Mortar): The one and only hard counter to this deck. Luckily this archetype isn't very playable thanks to the presence of RG (which this deck shines at countering) and overall beatdown decks. Try taking a tower at the beginning of the game or else you will fall at the opponent's cycle and there is no coming back from that.Tip: Switch your counter every time, don't use inferno every time or the opponent will get ready for it and predict you.

 

Conclusion This decks is one of the best Off meta decks I've played in a while and just got an indirect buff with the nerf on ice golem and EBs because more tanks will be played. If you have any questions feel free to ask me on the comment section below.

 

Thanks for checking this deck!

 

 

 

 

 

 

    Posted 1 month ago

    dorukayar

    24/01/18

    Thank you for being a nice guy and writing it. Nice work!