Wassup Guys! It’s DabMaster2 back at it again with another deck for your guys!
Today I’ll be showing you the Miner 3 Musketeers split push deck which has been used often in the leaderboards. This deck is a Fireball bait deck which allows your 3 Musketeers to wreak havoc on the enemy towers.
Best Three Musketeers Deck for Arena 8+
3 Musketeers – These ladies are the stars of this deck. NEVER play them before double Elixir unless your opponent has used their Fireball to catch your opponent off-Guard or if you have a huge Elixir advantage with 2 Elixir pumps. Always split the Musketeers for a split push unless if you have taken a tower and place them in the middle. They are perfect for farming crowns for the clan chest.
Miner – He is the secondary win condition and is used to chip at the tower and tank for the Musketeers. He’s handy for taking out Elixir Collectors and Princesses. As a rule, don’t use the Miner on defense unless as a last resort. I see many of my clanmates and other players use the Miner defensively when they don’t need to. Otherwise, use the Miner offensively on a tower.
Knight – This guy is the core of your defense and is a mini-tank. He’s very underrated and only costs 3 Elixir. When going for a 3 Musketeers split push, place him in front of the Musketeers to tank for them and cause your opponent a world of hurt.
The Log – This is your one and only spells so use it wisely especially against bait decks. Reserve this card against ground swarms when you really need it.
Elixir Collector – Elixir is important when using this deck because of the expensive 3 Musketeers. At the same time, the Elixir Collector can also bait out Fireball to allow your 3 Musketeers to be played. Once your 3 Musketeers have been shown, your opponent will think twice before using a Fireball, Rocket, or Lightning.
Minion Horde – Minion Horde is another Fireball bait. On defense, they provide incredible DPS and tank down tanks with ease. Only use them offensively if split pushing with the 3 Musketeers or if your opponent has used up their Fireball or Arrows.
Skeletons – Costing only 1 Elixir, these guys are cycle cards. Split them in the back for a passive play or use them on defense for their decent DPS.
Ice Spirit – Stay frosty, mate! This little guy is like the Skeletons and is used for cycling cards. He is also great for stalling troops by freezing them or resetting them.
Split Push – This is your main source of attacking. Split Musketeers in the back and attack both lanes. I will give different attack combos for whenever you are using 1 Musketeers or 2 Musketeers in a lane.
Here are attack combos for 2 Musketeers:
2 Musketeers + Knight
2 Musketeers + Miner
2 Musketeers + Skeletons and/or Ice Spirit
2 Musketeers + Miner + Minion Horde
Here are attack combos for only 1 Musketeer:
1 Musketeers + Knight
1 Musketeers + Miner
1 Musketeers + Skeletons and/or Ice Spirit
The goal to a full split push is to push one lane with a 2-Musketeer combo and push the other lane with a 1-Musketeer combo. Another strategy is to split Minion Horde in the back with 3 Musketeers so the Minions attack both lanes for extra support.
If one group of Musketeers is taken down, attack hard on the other lane using Miner + Minion Horde with the remaining Musketeer. This doesn’t always work if your opponent has good counters like Arrows + Skeleton Army. You can simply attack with Miner, knight, and Skeletons and/or Ice Spirit.
When using the 3 Musketeers, it is important to know the different counters against them. The main counters are Rocket, Lightning, Poison and Fireball. There are specific ways to counter-act these spells and take advantage of their weaknesses.
Rocket – The Rocket isn’t very deadly. The optimal Elixir Collector placement is in front of the king tower in the middle so that the Rocket can’t hit the Elixir Collector and the towers at the same time. If you split the 3 Musketeers far forward, the Rocket won’t be able to hit all 3 and hit a tower at the same time. Most of your attack must happen with the 1 Musketeer since your opponent will Rocket the 2 Musketeers.
Lightning – Lightning is much more deadly that Rocket. It has a huge range which can always hit your Elixir Collector. A cool trick is to place your knight in front of the 2 Musketeers very close to them so he will act as a “Lightning rod” to protect to Musketeers. If the Lightning manages to hit both Musketeers, attack the other lane with the lone Musketeer.
Fireball – This is the most used card against the 3 Musketeers. Although it leaves them with a sliver of health left, it is often used in combination with Zap or Log. But, if your opponent solely uses their Fireball on the 3 Musketeers only, your pumps will survive and you will gain a huge Elixir advantage.
Poison – With its damage per tick buffed, it deals much more damage to the Musketeers. Some people will also Zap or Log to get the extra damage since the 3 Musketeers can still walk out of the Poison with a sliver of health.
Ground troops counters:
Elite Barbarians – These annoying guys can easily shred your Musketeers. Try to have an Ice Spirit freeze them, Skeletons for extra damage, and the Log for the push-back.
Barbarians – Even regular barbarians are a nuisance. Like above, the Ice Spirit freezes, Skeletons for extra DPS, and the Log to push them away.
Low-Health Swarm – This includes Skeleton Army, Goblin Gang, and Guards. Just Log them away.
Minion Horde – Minion Horde is tough because without your own Minions, the Minion Horde will simply melt the Musketeers. If you know your opponent always uses Minion Horde, have your own Minion Horde ready with Ice Spirit.
This deck was also featured in Chief Pat’s video here.
Giant/Golem – Your main source of damage is the 3 Musketeers and the Minion Horde. The knight will be able to soak damage to help take down the support with the Minion Horde. Skeletons and Ice Spirit provide extra help. Since this deck has no defensive buildings, you will need to be able to deal with the tank quickly or your tower will take heavy damage.
Lava hound – The lava hound itself isn’t much of a threat but it becomes very deadly when there is a balloon behind it. Without a balloon, the backline troops can be dealt with using the Minion Horde. Position the Minion Horde to take down the balloon quickly and the 3 muskets for support. The knight can also tank for the lava pups.
Miner – Miner decks should be relatively easy to counter since this deck has many good Miner counters. Minion Horde, Knight, and Skeletons can do well against the Miner. Watch out for the troops sent with the Miner and deal with those first before the Miner.
Hog – Against a Hog cycle, the matchup can be tough. Your opponent can cycle to his Hog extremely fast. The key is to out cycle your opponent and cause lots of pressure with the 3 Musketeers. Against a Hog Zap bait, reserve your Log for the goblin barrel and only use it when you really need it. Your best counters against the Hog is Minion Horde and Skeletons.
Royal Giant – The (no skill) Royal Giant is very annoying. Use a knight to soak up damage, Minion Horde, Skeletons, and Ice Spirit for damage, and only in dire situations use the 3 Musketeers to defend.
Elite Barbs – The (also no skill) Elite Barbs can be easily countered with knight + Skeletons and/or Ice Spirit. Use Minion Horde if you need the extra damage.
This is a fun deck to use but can take some practice to master!
There is a learning curve to this deck. Learn how to use the 3 Musketeers to their full potential and remember to always pump up. The extra Elixir advantage can determine the outcome of a match. If the pumps aren’t dealt with, you will be able to cycle back to multiple pumps with your cheap cards.
This deck can be a little awkward on defense with pretty weak defensive cards. But this deck is deadly when used by a skillful player.
That’s it now. I hope you liked this guide and have a Clashtastic Day!