Hey guys, I’m here today with a Giant Lumberjack Control Deck, a very strong and fun to use deck, which counters loads of popular decks at the moment.
Lumberjack Giant Deck for Arena 8+
The main purpose of this deck is to play defense and to develop several mini-pushes in the first 2 minutes.
In 2x Elixir and overtime, I can usually build up 2-3 big pushed consisting of a few Barbarians, Archers, Ice Spirit, Giant, and of course, Lumberjack in the front. In normal matches I let around 1000 damage to my tower, so if you can build up consistent offense, you will likely win. Also, it counters nearly every type of deck there is.
Giant – Obviously the main tank in this deck and a win condition.
This deck is build around defense, so drop a Giant in front of the surviving troops to provide and insane meat shield. You can also drop a Giant in the back to build up a push, but I strongly recommend doing this only in 2x Elixir or when you have a 3+ Elixir advantage.
Lumberjack – The second win condition.
I know Lumberjack is not used a lot in higher Arenas, but it is extremely undervalued.
When I got this card, I was extremely bummed out, as it is my only legendary, but I quickly realized its insane offensive capabilities.
Can be dropped along with an Ice Spirit as the first play of the game to catch your opponent off guard.
In a push, you can drop the Lumberjack in the front or back of the push, depending on whether you want the 200 damage per hit or rage.
After using this deck a little, I found a cool trick to do after you take a tower: Drop a Giant in the crease that opened up when you took the tower and drop a Lumberjack in the land. If they counter the Giant, the Lumberjack will do insane damage to the tower. If they counter the Lumberjack, the Giant will be raged and do 1000+ damage.
Can be substituted with Mini P.E.K.K.A or rage, depending on which you like more, but is strongly discouraged.
Ice Spirit – One of the most used cards a few months ago, the Ice Spirit usage has gone down but is still an awesome card.
Has great offensive and defensive capabilities for only 1 Elixir.
On defensive, drop Barbarians and then freeze the support troops after they target the Barbarians to give you an extra 1.5 seconds to deal with the push. I also use it against Sparky to draw the fire. If the Ice Spirit cannot freeze the Sparky, it still gives you an extra 5 seconds to deal with the push.
On offense, it gives counters Inferno and gets your troops an extra hit or two, which can make all the difference, as this deck is solely defensive. Try to drop it into any push, big or small.
Can be substituted with Skeleton Army to provide extra defense, but is easily countered and alters the pushes of the deck too much.
Inferno Tower– I know this deck has a lot of tank shredders, but Inferno saves the day in so many occasions.
Almost every deck consists of some kind of tank, so the Inferno is a must. It also counters Golem, Lava Hound, and Giant decks like mine easily, giving you a large Elixir advantage for instant offense.
While you will not use this card a single time in some battles, which is rare but can happen, it will also save you in so many others.
Can be substituted with Tesla or Goblin Hut, as this deck does not have too much air support. However, Inferno is a must against Lava Hound. You can also use Inferno drag for some more offensive capabilities, but I think every deck needs a building.
Barbarians – Kind of fell of the radar with the insane rise of Elite Barbarians, but still, in my mind, the best push-stopper in the business.
You can drop these guys on almost any push, on the tank or support troops, without having to work about too much tower damage.
At least 2 usually survive for a counter push, so if you have enough Elixir to drop a Giant and Ice Spirit along with the Barbarians, go for it.
Can be substituted with Guards or Skeleton Army for less defense but lower Elixir.
Archers – I’ve been using them for a long time, but their usage rate increased with the rise of The Log.
I use them nearly every time my opponent makes a push and for every push or counter push I make.
It is extremely important that they survive The Log, because after you are done defending, you can drop a Giant in front of them for a mini push capable of taking a tower and nearly half of the kind tower.
Can be substituted with Spear Goblins, but Archers are strongly recommended for hitpoints.
Zap – What deck is complete without Zap.
This card is used in nearly everyone’s deck for its insane value.
Try to save it for offense to reset the Inferno, kill Skeletons, Spear Goblins, and Goblins, and allow Archers to 1 shot minions. However, it can also be used on defense to kill weakened troops and give half a second to let the Inferno and other defensive troops get cooking.
Fireball – Also making a rise, the Fireball great card to have in a deck lacking splash troops.
It kills or nearly kills Barbarians, Wizard, Witch, musketeer, electro Wizard, and everything underneath and can be used for an insane Elixir advantage. I tried using Poison, but this deck needs to quick damage to take out any push or defensive cards.