Clash Royale Arena 7 Deck with Golem and 3 Musketeers

Hello guys, this is my Clash Royale Arena 7 Deck with Golem and 3 Musketeers!
Have you ever wanted almost ALL your opponents to bow down to you, begging for mercy? Well, enough people rage-quit when they see the sheer might of this deck for me to say that your dream is about to come true.

Clash Royale Arena 7 Deck

Clash Royale Arena 7 Deck with Golem and 3 Musketeers

About Me: Hi, I’m Q, and I’ve been playing Clash Royale since March (about 3 months ago as of posting). I’m already in Arena 7, but I’m completely F2P (I guess that’s the magic of being addicted to this game). The credit for my rise from P.E.K.K.A’s Playhouse/Spell Valley to the Royal Arena goes to JesusSlark and his glorious A5 deck. I’ve been switching off between Builder’s Workshop and the Royal Arena while testing out my own deck creations for the past month or so with limited success. However, about 5 days ago, I struck gold.

The Deck: Without further adieu, here are the cards:

Clash Royale GolemClash Royale Three MusketeersClash Royale ArrowsClash Royale Barbarians
Clash Royale CannonClash Royale Minion HordeClash Royale Spear GoblinsClash Royale elixir collector

Average Elixir Cost: 5 (?)

Your Initial Thoughts: We all know what you’re thinking. It’s probably something like, “5 ELIXIR!?!?!?!?!?,” right? Don’t be so quick to press that back button, though. This Clash Royale Arena 7 Deck is specifically engineered to keep the enemy on defense while your Elixir recharges, ensuring that the expensive cards can still be deployed on-demand. Now, I’m sure a lot of deck-makers hoping to see their post successful say that, but I’m not joking. The Golem is a key factor in this defensive force, for 2 reasons: (1) it has so many damn HP, which means your opponent will spend a lot of time and elixir fighting it off, and (2) the Golem’s splash damage (dealt upon death), which ensures that most of the low-HP swarming troops are killed off before their defense turns into a huge offensive push. So, before you dismiss this deck as ludicrous, give it a shot, would you?

Advertisement

The Strategy:

The Elixir Collector: If you see an Elixir Collector in your starting lineup, deploy it, NOW. While the stuff I mentioned above helps, this still isn’t a cheap deck, and a helping hand from one of the most useful cards in the game should be valued. I’m not going to lie, around the 2:00 left mark, I kind of stop placing down the Elixir Collector (unless I’m losing, which rarely happens). Do what works best for you in this scenario, as it is also highly dependent on the type of deck you’re playing against.

The Offensive: Before you launch any offensive, you must make sure that your Golem is in your current lineup and your Three Musketeers are either in your lineup or in your queue (at the double Elixir point, your Musketeers can be second in your queue to Spear Goblins or another low-cost card and you can still make it in time). When you have 10 Elixir (and only when), start by placing your Golem behind your King Tower. It is imperative that you give yourself the longest chance possible to charge up another 9 Elixir before your Golem crosses the bridge. As soon as you have 9 Elixir, place down your Three Musketeers 2-3 tiles behind your Golem. Now, sit back, relax, maybe throw in some Spear Goblins, and enjoy your victory.

The Support: When you have launched an offensive, the Minion Horde should be the scariest thing in the world to you. Make sure to kill them with Arrows (or Zap, if you have chosen to take that alternative) as soon as possible. Failure to do so will likely result in a premature death of your Golem. You don’t really see Skeleton Armies in Arena 7 anymore, but be ready with Arrows for them as well, just in case you run into the odd deck that uses them. Try and Fireball any Inferno Towers you see, as they are the other main weakness of the Golem. If you chose Barbarians instead of the Fireball, you’ll have to live with a quick-dying Golem if your opponent supports an Inferno Tower.

The Defensive: Hog Riders are easily the most common card in Arena 6+, and for a good reason. They’re relatively cheap, fast, attack buildings only, and do pretty good damage. Counter them with the Cannon. If you chose to use Skeletons instead of Spear Goblins, throw down those as well. Finally, if you chose to use Barbarians instead of the Fireball, you can use those as well (although Barbarians are usually better at defending other kinds of troops).

The Spear Goblins: These guys can go anywhere. They’re great as a medium-damage offensive troop that hangs back with the Musketeers, a defensive troop that can stop the Prince’s charges and take down air troops relatively well, and a whole bunch more. Where exactly you’re gonna use these guys will vary significantly from match to match, and it takes a bit of player intuition to find that place early in the match. You’re in Arena 7, though, and I expect 99.9% of Arena 7 players to have that intuition, so good luck!

The Success Story:

As of right now, I have level 7-8 commons (all the commons I use in this deck are level 8), level 5 rares, and level 2-3 epics (the epic I use in this deck is level 2). Because of these relatively low-level troops, I haven’t reached 2000 trophies myself. HOWEVER, I gave this deck to a friend that has significantly better cards than me, and he is now rocking about 3100 trophies from the 2000 trophies he had before… in under a week. Damn son.

Conclusion: Wow. You’ve made it this far. This is a pretty lengthy post, so kudos to you! Give this Clash Royale Arena 7 Deck a shot, and comment how it worked for you after a few matches. Found an improvement you can make? Post it here, and I’ll take a look at it! Thanks guys!