Miner Cycle Legendary Deck

Hey guys! This is English Pastry with my first ever deck guide, the Miner Cycle Legendary Deck

The deck I am about to show you got me to a trophy high of 4032 as a level 9 F2P player. My card levels are 9.75/7/1.25, which is pretty good considering how many high level cards you see in the high 3k. Even though this deck contains 3 Legendaries, 2 of them can be easily replaced. Without further disruption, here is the deck!

Clash Royale MinerClash Royale PrincessClash Royale The LongClash Royale Mini P.E.K.K.A
Clash Royale Ice GolemClash Royale CannonClash Royale Minion HordeClash Royale Zap

Miner Cycle Legendary Deck

Cards Breakdown

Miner: The absolute heart of the deck.

My favorite push with this card is Miner-Minion Horde. Although, that’s not all I do with it

It can take out Princess, Wizard, Musketeers, and Ice Wizard with the help of a Zap or The Log. It can also take out or severely weaken an Elixir Collector for a good positive Elixir trade.

The best position to place it, in my opinion is either in front of the tower to soak up more damage for your troops (mostly Minion Horde) or to the left of the tower on the left side, and right on the right side.

Don’t send Miner to the red spots. Most of the time, you want to send him to the green spots.

If you don’t have Miner, you could try replacing it with a different tank but It is not recommended.

Princess: The backup card. It is great for backing up your push against Fire Spirits, Skeletons, Minions, and even taking health off cards like Barbarians, Musketeer, Wizard, and others like that.

At the start of the game, if I have Princess, I like to place her right at the bridge for some quick chip damage. It really applies pressure on your opponent to react to not let the Princess chip a lot away. Another way to use her is to bait.

In case I have Miner and Minion Horde on hand, I would like to place her in the back. If my opponent uses Fireball or Arrows, I would do the Miner-Minion Horde combo.

Sometimes you will get unlucky and your opponent will have a counter, but other times it can either destroy a tower or deal significant damage to it.

Princess can be replaced by Archers or maybe Arrows.

Mini P.E.K.K.A: This is your counter pushing card. This is a really strong card that can counter almost every card on the ground.

You can use it to defend a Royal Giant, Giant, or Hog Rider and then place a Miner on the tower or Ice Golem in front of it for a good counter push.

There is not much more explanation needed on this card for its uses. The best defense I found with this card against large ground pushes is Cannon in middle, Ice Golem to distract, and Mini P.E.K.K.A to destroy the tank and finish the support. Mini P.E.K.K.A could be replaced with Lumberjack and maybe Valkyrie if you struggle against ground pushes because of their support troops.

Cannon: The only defensive building in this deck. Use it to pull Hog Riders, Giants, Golems, and Lava Hounds.

Against Royal Giant, use it as a distraction while you use a card like Mini P.E.K.K.A to finish it.

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This card is pretty self explanatory. I usually play conservative with it until I know what cards I would need it for, like Giant, Royal Giant, etc.

You could replace it with Tombstone, Tesla, or maybe Inferno Tower, but I just prefer cannon because of its cost and ability to destroy tanks without resetting like Inferno Tower.

Ice Golem: This is your distraction card and tank besides the Miner.

Ice Golem is so useful against giant pushes because it has a medium amount of HP, low cost, and ability to slow down and do damage when it dies.

I usually use it against any support troops, Minions, Barbarians, and really any card that you want to distract. You can also use it to kite troops across the map with a great placement. I also pair it with Mini P.E.K.K.A for a quick push that can be hard to counter if your opponent doesn’t have a good counter.

Ice Golem is hard to replace, but you could use cheap troops like Goblins, Spear Goblins, Fire Spirits, Ice spirit, etc.

Minion Horde: This is usually my surprise card. I like to hold it until I see what spells my opponent has.

If your opponent never uses his spell, I just like to place Mini Horde at the back to see what they will do. If they do nothing by the time your Minions get to the tower, I think it would be safe to say they don’t have a direct spell counter to Minion Horde. That means you can do a Miner Minion Horde push as either a counter push or regular push.

I use Minion Horde to take out Graveyards and tanks a lot, but I also am conservative with it.

There aren’t many replacements to Minion Horde, but you could try Mega Minion or regular minions if your Minion Horde is low leveled.

Zap: Your offensive spell. You can use it for defense against air attacks, but ground attacks I usually use The Log if it’s on hand.

This spell can take out Minions 2 levels lower that it or with help from Princess or Ice Golem.

The stun is also precious in this spell. If they have a Musketeer, Wizard etc. to defend your Mini P.E.K.K.A, I usually like to Zap the Musketeer right before the Mini P.E.K.K.A gets to striking range. This can result in a hit to the tower if timed right and with the Musketeer close to the tower. If it doesn’t get a hit on the tower tho, it still will take out the Musketeer.

It can be replaced by Arrows, but I recommend just using Zap.

The Log: Your defensive spell. This spell is very useful against Ice Spirit-Hog Rider attacks, taking out the Ice Spirit and knocking back all the other ground troops.

It takes out Barbarians, Musketeers, etc. To about half health while pushing them back, making them easy to pick off by the arena towers for a positive elixir trade.

A very common thing is to also use The Log on Princesses, which I strongly suggest. The Log can also shutdown Graveyards decently once your opponent has a good amount of Skeletons spawned.

If you don’t have The Log, before I got it I used Goblins and got to 3978 with the same leveled cards, so don’t fret if you don’t have it. It could also be replaced by other spells or small cards.

Pushing

Pushing with this deck is basically a find-out-what-works tactic. You can use some of the pushes I suggested above, but they might not work with all opponents. You have to find your opponents counters and create a push they cannot counter.

Some suggested pushes are:

  • Miner + Minion Horde
  • Ice Golem + Mini P.E.K.K.A
  • Miner + Ice Golem and/or Mini P.E.K.K.A
  • Princess + Mini P.E.K.K.A + Miner

Those are just some pushes. Many more can be created.

This is officially the end of this guide. I hoped you guys enjoyed, and if you guys use this deck, I wish you the best of luck!