Decks:

Poison Goblin Spellbait Chip deck

  • View Master Deck
  • StinkyDischarge
  • 9
  • Control
  • 3.6
  • Apr 17, 2017 (10 days ago)
4
Poison
Rarity: Epic
Type: Spell
Covers the target area in a sticky toxin, damaging and slowing down troops and buildings. Remember solvent abuse can kill.
Seen in 20% of the last 50 competitive decks.
4
Poison
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
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
Goblin Gang
Rarity: Common
Type: Troop
Spawns six Goblins - three with knives, three with spears - at a discounted Elixir cost. It's like a Goblin Value Pack!
Seen in 0% of the last 50 competitive decks.
3
Goblin Gang
4
Goblin Barrel
Rarity: Epic
Type: Spell
Spawns three Goblins anywhere on the Arena. It's going to be a thrilling ride, boys!
Seen in 2% of the last 50 competitive decks.
4
Goblin Barrel
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
4
Electro Wizard
Rarity: Legendary
Type: Troop
He lands with a "POW!", stuns nearby enemies and shoots lightning with both hands! What a show off.
Seen in 0% of the last 50 competitive decks.
4
Electro Wizard

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
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
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
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
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
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

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

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

This deck recently got me to 4k trophies, its slightly unconventional having no real win condition card, such as hog, ebarbs, RG ect. However in this current meta this deck has very high synegry against alot of current decks such as ebarbs, bowler graveyard, RG and even lavaloon beatdown decks.

 

Main Spell: POISON, poison is great for swarm decks and getting rid of those cancerous barbs and minion hordes, let alone the wide range of offensive building chippping. in this current meta it can turn a game to distract and melt swarms with poison.

 

Secondary Spell: THE LOG, the log is one of the most versatile spells out there its great fro pushing back waves and getting extra damage on your inferno tower agains decks such as Giant witch, dealing with swarms trading with the princess and even goblin barrels, the log just synergises with so many decks in this meta, you could take zap if you want but if your pushing 3800+ you will enedat least lvl 11 zap.

 

Main troop/punisher card: GOBLIN BARREL, i usually use goblin barrell when ive baited their counters or to force a response from an opponent if found the miner to be usefull to but if you can deploy this high risk high reward card it just overpowers miner in DPS in my opinion, also offers a more fast paces playstyle that demands enemy attention.

 

Spell bait troop 1: SKELETON ARMY, this card offfers tons of dps on tanks and distracting ebarbs best used with conjuction on goblin gang once your enemy has countered skarmy, and vice a versa, this completly shuts down ebarbs and tanks while forcing your opponent to use his spells so you can then deploy chip damage with a counter push.

 

Spell bait troop 2: GOBLIN GANG, gobli gang has become one of my favourites hordes, they demand a zap, log or arrows to avoid that annoying chip damage also the knife goblins that run ahead always distract fliers while the spear ones are doing work, its great to use back to back with skarmy when dealing with ebarbs and Rgs, Giants, Giant skellies ect, as usually one will get countered. This will also be used to distract troops under inferno tower.

 

Spell bait troop 3: PRINCESS, princess is another amazing control card always played in the opposite lane late game to defend and force your opponents spells out, early game i usually place her by the bridge to trade with log or another princess and to see what spells your opponent has, she is then usually complimented with cheap troop to extend her use or deal more chip damage if ignored.

 

Support troop: ELECTRO WIZARD, This is by far my favourite card it offers so much potential, it gives you a free zap on deployment and completely shuts down sparky, inferno drag can reset an rg to attacking your inferno tower if deployed slightly late, he can also shut down minion hordes, swarms and slow down this annoying balloon deck, such a great support card. If you do not have electro wizard feel free to use ice wizard, dark knight or equivalent 4 mana cost card, however i found ewiz to be higly versatile especially when we are taking log instead of zap.

 

Building: INFERNO TOWER: Inferno tower is another great defensive controll building, shutting down tanks, distracting hogriders and other chargers such as battle ram, great in combination with skeleton army, goblin gang and princess in the back to deal with ebarbs and swarms. you could use inferno drag for a cheaper slot but the fact that its a building and can distract troops offers much more versatility even a lvl 6 inferno tower is decent.

 

Playstyle

 

Early game. Early game im looking for either princess, goblin gang or goblin barrel to hit a tower and see how the enemy responds, if your opponent dosent respon with a spell but a troop such as archers , skeeletons knight and so on you will wait for that troop to reach your side so your tower can help you while you counter with your next spell bait card, always bait spells with either goblin gang princess or gob barrel and respond to deal chip damage with the others, you want to focus on dealing constant pressure while keeping your mana araound 3-4 incase you need to deploy a inferno tower against a tank or poison against a minion horde. If you know your opponent has ebarbs try and always save your goblin gang and skarmy to play back to back to counter them if your inferno tower is already out great! if not the enemy will usually zap one of those 2 swarms sou can then deploy the other! they usally have no counters but be wary of mirror decks that will double log or double zap, while being rare it has happend to me before.

 

Mid game, Now that you have been dealing constant pressure in the first 2 minutes you should now know your opponents win condition and counters, you will start preparing against them for example ifyou know they have ebarbs you will get your inferno tower ready and then be prepared with skarmy ang gob gang back to back to distract and destroy, if the enemy plays a tank with an electro wiz behind i like to first distract the tank and then deploy my own elec wiz on top of their support, you could also use skarmy or goblin gang (but be wary of what your opponent has). this shuts down nearly all tank pushes, if your enemy is running a lavaloon deck ALWAYS have your inferno tower ready and try to play a princess in the back with either goblin gang or electro wiz ready to stun and slow them down, if your opponent is playing a tank with minion horde or witch i like to prepare a poison for the horde or a princess and a swarm card to counter them they usually dont have much mana left at this point since its a rather big push, again if your oponent has a sparky, executioner or wizard get ready with your inferno tower electro wizard and a either swarm, this usually shuts down most of these tank pushes however you might have trouble if they use a rage with those support troops, however this is usually your best defensive play. sometimes you may even use your log to push back a giant with its support to give your inferno tower that extra split second of damage this always pays out especially against witches!

 

End game, In your last minute is where this deck really shines, you can cycle your spell bait cards quickly and constantly pressure with princess poison goblin gang while saving skarmy electro wiz and inferno tower for defence, you will be able to quickly cycle and get your opponents tower controlled until you can fiish it off with poison log.

 

 

Tips for this deck:

1.Try start with goblin gang or princess to bait out spells and counter with goblin barrel poison/log.

2. ebarbs can be completely shut down with skarmy and goblin gang back to back this also usually forces a spell so you can counter with princess goblin barrell.

3. Sometimes your opponent may just counter you, in that case this deck offers great defence to turn the match around into a draw rather then a loss.

4. always be ready with inferno tower! this can be complimented with your swarms, princess or even poison to shut down big pushes!

5. Dont be afraid to use poison on elixir collectors, furnace and even tombstone to pressure and chip your opponents down.

6.Electro wizard/log will be your best friend against graveyard miner decks as he cant be killed with poison fireball or zap quick enough, and he can reset miner!

7.If you deploy your princess on the opposite late of your enemies attack you can pressure them into spending mana to kill her!

8.Some great fast pace pushes in this deck include Princess, wait a second then deploy goblin barrel as your opponent is about to use his spell on her, this always gets me great chip damage early as you dont need to be psychinc to know once he sees that princess hes going to use a spell, shes too good to be ignored!

9.Sometimes your to focused on pressuring your enemy your forget to see that fat RG thats been deployed, sometimes your inferno tower will be that one second to late to get his attention, in this case i like to log him to push him back and reset his attack or get my ewiz in there to do the same!

10. your biggest struggle against this deck will be either Baloons or golem ebarbs, as the golems death damage wrecks your swarms, in this occasion your best bet will be to let your inferno tower split the golem and THEN deploy your swarms back to back to deal with the remaining troops, balloons will sometimes slip trough your inferno tower so be ready with goblin gang ewiz if you know they are playing that filthy deck!

 

Player: Stinky Discharge