Hullo, Cptcruiser here. I’ll be sharing a deck that pushed me out of Frozen Peak (From 2300) all the way to the 3100-3300 range. It is a deck that focuses mostly on counter pushing rather than initiating a push and also focuses on opposite lane pressure.
Miner Bowler Full Control Deck for Arena 8+
So after understanding a few main points, I will explain in depth on each card’s role.
It is a deck which is better on defense.
It is a deck which relies on proper placement.
It is a deck where three crowning is almost impossible but one crown is very possible.
It is a deck that can switch between lane pressure and defense.
It is a deck that must be played fast.
Now I will began to explain the deck.
Fire spirits: The Fire Spirits are the main Anti-Air, cycle card and is also a very versatile card on the offense. It has a lot of potential for a 2 Elixir card as it can take out Minion Hordes, Minions, Spear Goblins, Goblins, Goblin Barrel, Musketeer, Mini P.E.K.K.A… for neutral or positive Elixir trades. I think you should take a look at this guide for more details!
Zap: Zap acts as a primary source of Elixir trades as it can help handle flying units when Fire Spirits are out of rotation. Zapping a Minion Horde, Minions and Skeleton Army to the point where the Tower only needs to deal the finishing blow will provide lots of good trades. Zap is also a quick-reaction card as there is no travel time and it is a card that can’t be countered.
Guards: Guards are the main sponges and deal with heavy hitters such as prince, Mini P.E.K.K.A, Dark Prince and Musketeer. (A Dark Prince charge strike does not take out all the Guard’s shields if the Dark Prince hits while the Guards are deploying.) Playing the Guards strategically is important as they can buy ample amount of time for other units to come into play.
Miner: Miner is the only true offensive guard in this deck, he works as a counter-Pump, anti-Princess and also mini-tank for other units. The Miner can appear anywhere on the map and plays the key role for winning as he is the only card that can turn all the defensive units into offensive units.
Mini P.E.K.K.A: The Mini P.E.K.K.A is the heaviest hitter in the deck and can easily deal with back support units such as Ice Wizard, Wizard and Musketeer while also dealing tons of damage to tank units such as Giant, Giant Skeleton, Dark Prince, and Royal Giant.
Fireball: A spell card that has great utility on both offensive and defensive plays. The Fireball can one hit Minion Hordes and deal tons of damage to glass cannons and mini tanks. It is the ideal card for when the opponent makes the mistake of bundling up his units at the bridge. The Fireball also acts as a finisher card as it is able to deal roughly 200+ damage to the Tower at tournament standards. (Note: A Fireball can kill Musketeers, Wizards, Barbarians if it is one level higher than them. A Fireball can kill a Witch if it is 5 levels higher than her.) Upgrading the Fireball can give lots of positive Elixir trades as players often play their support units behind their Towers. Please take a look at here for more details!
Inferno Tower: The Inferno Tower is an amazing defensive card as it can handle any unit with large amounts of health such as Giant, Knight, Giant Skeleton, Lava Hound, Bowler and Giant Balloon. It has lots of utility but is vulnerable to Lightning, Zap and Freeze.
Bowler: The Bowler is the card with the highest health and shines on defense against ground units. A Bowler with Fire Spirits can shut-down a Hog Rider Ice Spirit push with the Tower in perfect condition. The Bowler is the most complex card as you must understand how long the boulder travels, how much damage it deals and its trajectory. Understanding this makes him an amazing card for defense and Tower damage.
How this deck works against different combos:
Hog Rider + Valkyrie: Bowler can deal damage to both the Valkyrie and Hog Rider while also pushing them back. Often they are paired with support units such as Ice Spirits or Fire Spirits but if the Bowler is placed in the middle of the path it will hit all back units without fail. Adding Fire Spirits to help the Bowler can completely shut down the pair.
P.E.K.K.A + Double Prince: This combo relies heavily on having Pumps down which can be easily countered with either Fireball or Miner. If the Pumps do get down and are not countered, placing the Inferno Tower to pull the P.E.K.K.A while Guards help tank damage from both the Princes and P.E.K.K.A can shut down the push. Placing Fire Spirits in front of a Prince/Dark Prince will disable the charge allowing you to place a Mini-P.E.K.K.A to finish him off. Guards combined with mini P.E.K.K.A can substitute for the Inferno Tower if it is out of rotation.
Pump reliant Decks: Decks that rely heavily on Pumps should be handled with either Miner or Fireball, sometimes even both. The Pump position can vary but the 2 most used positions is behind the Arena Tower or in front of the King’s Tower.
Behind the Arena Tower: These position is the best position as a Miner can be sent in safely to deal with Pumps. If the opponent tries to deal with your Miner with a glass cannon from behind the King’s Tower, it is possible to Fireball both the glass cannon and Pump with correct timing and accuracy. Sending small units while the Miner deals with the Pump is also a good way to force your opponent to sacrifice Tower damage or their Pump.
In front of the King’s Tower: If the Pump is placed in front of the King’s Tower it is best to Fireball the Pump. If you know the enemy deploys glass cannons behind the King’s Tower it is possible to Fireball both the Pump, Arena Tower and glass cannon in one shot. Miners also can be used but it is best utilized with small units who can damage the Tower in a low amount of time such as Fire Spirits. (Miner tanks shots while destroying Pump, Fire Spirits damage Tower.)
Lava Hound Decks: Lava Hound Decks are hard to deal with as there is not many anti-air cards in the deck. Lava Hound Decks normally utilize Pumps, mini tanks (Most of the time Miner) and high DPS units (Mostly Mega minion). Predicting the enemies deck and moves is key to beating Lava Hound Decks. Inferno Towers, Fireball, Zap and Fire Spirits are the only available anti-air cards while mini-P.E.K.K.A can address mini tanks well. (Note: Zapping a lone Mega Minion prevents him from doing any damage to the Towers.) Killing Minion Hordes and pushing Mega Minions who are behind the Lava Hound while the Inferno Tower deals with the Lava Hound. Zap in hand to help deal with pups or bowler to help tank damage from pups.
Spawner Decks: Bowler acts as the perfect counter to spawner Decks as it can prevent Barbarians and Spear Goblins from ever reaching your Tower all for 5 Elixir. Planting a Bowler and pressuring the other lane with Miner is the best way to deal with this deck type.
Hog+ Freeze: Hog Freeze Decks can be quite annoying but the cards can be utilized to handle it without having to much damage being dealt to the Arena Tower. If an Inferno Tower is placed and frozen, a mini P.E.K.K.A can deal with a hog rider in two swings and also sets up for a counter push if Miner is in rotation. Bowler can be used to bait out the Freeze spell where you can then proceed to deploy the mini P.E.K.K.A or Inferno Tower.
Rocket Cycle Deck: Rocket cycle Decks can be quite annoying and the best way to deal with it is with fast lane pressure. Miner + Fire Spirits or Miner + Guards should be deployed as soon as you hear the rocket as players often don’t have much Elixir to react. If Miner is out of rotation, deploying a bowler is also a valid option as the only thing in the deck worth rocketing is the Bowler and Inferno Tower. (Note: A bowler won’t die to a rocket at tournament standards.)
Opposite pressure Decks: These Decks often use a heavy hitter partnered with a tank on the other side. Most often pairing is Prince and hog rider but both can be dealt with an Inferno Tower + Guards (Mini P.E.K.K.A + Zap +Guards if inferno is out of rotation).
Giant Witch or Giant Bomber: These Decks allow for giants to tank damage while the support units deal with any small units that are damaging the giant. It is easily countered with a bowler as bowlers are able to reach back support units with ease. Inferno Tower + Mini P.E.K.K.A is also ideal.
Sparky Decks: Sparky is a high-risk high-reward card and this deck has many counters for sparky. Zap, Mini-P.E.K.K.A, Fire spirits and Guards are all cards that can deal with sparky if paired together. Fireball it if it has roughly 40% hp. A Fireball + 3 hits from a bowler can kill a sparky at tournament standards.
Extra things to note:
The Miner is solely an offensive card meant to tank during counter pushing or to deal with Pumps. Miner + Guards or Fire spirits can deal tons of damage to a Tower but often the best push is to have Miners + Mini P.E.K.K.A + Fire spirits. Using Miner to bait out Barbarians behind the Arena Tower is also a good trick as a bowler can damage both the Barbarians and Arena Tower if placed correctly.
Issues with this deck:
This deck lacks high DPS units except for the Mini P.E.K.K.A and also lacks proper counter measures for air units. Not having Fire Spirits in rotation during a counter push can have the push completely be shut down by minions or Minion Hordes. Bowlers when on the offensive can easily be countered with a building or a glass cannon placed away from the Arena Tower. Enemies who utilize spongy units can easily stop a counter push.