Hi; It’s PeakCell, and now I want to show you my newest friendly games deck. This deck is potentially good for challenges but is mainly designed for having fun in 2v2 battles.
It was only tested in friendly battles, but against good players, and is pretty good.
What is the point of this deck?
This deck is based on a nice synergy, in fact.
We’ll talk about it in the next part, but basically you have 2 shield units (Miner, Ice Golem) which protect 2 DPS units (Musketeer, Cannon Cart) supported by a temporization unit (Ice Spirit), burst cards (Bandit, Lightning) and an air card if necessary (Bats). Best explanation I can give 😉
Usually, this deck will only damage a tower while counter-attacking: Your miner can take your opponent by surprise, and your Ice Golem can transform a lonely unit into a problem, that you can then enhance by adding what your push needs: Burst, temporization, or DPS.
- Can chip damage a tower if countered
- Very fun to play
- A shield – DPS – Tempo – Burst synergy
- Huge counter-attacking potential
- Swarms counter it
- Hard to upgrade
- Has no building
- Defends with a lot of fragile units
Let’s go further into the details!
Miner: Meatshield and potential win condition.
You want to use him as a counter-attacking card mainly. If you can, use it only this way, and to finish a Tower.
Try to be the less predictable possible on your Miner placements (especially if you want to finish a Tower with him) and support him well; that’s all you have to do with him.
Ice Golem: Tanky unit used to shield a push or kite.
Ice Golem has kinda the same purpose: He’s used as a counter-attacker. Put him before a Musketeer or a Cannon Cart and you have a threatening push!
He really makes pushes hard to deal with, when they are crafted well, so a full push (with DPS, burst and tempo) can be extremely powerful because of its shield(s).
Also, the Ice Golem is used to kite. Seriously, kiting can buy a lot of time to annihilate a push.
Musketeer: DPS unit to defend and counter attack.
She’s a DPS unit you will want to use defensively. Then you’ll counter-attack with her.
She’s also an anti-air unit of the deck so make sure you can play her when necessary.
As the Cannon Cart, the Musketeer will sometimes still be up for a counter attack because of her range, which also allows for an Ice Spirit coverage when she’s countered past the bridge.
Cannon Cart: DPS unit to defend and counter-attack.
It has the same role as the Musketeer, but is not countered by Lightning, only targets ground and costs 1 Elixir more.
Use it as a defense when you need to counter ground units (unless you have 1 Elixir to spare) and counter-attack with the other cards.
The Cannon Cart’s DPS is surprising and its shield and health points make it very, very good to take a Tower since it is hard to get rid of it (If it dies in range of the Tower, it will often get some hits against it. And it hits very hard).
This card will be your main counter-attacking card since it destroys your opponent’s defense very fast if well supported.
Bandit: Burst unit, to defend and attack
She’s a burst unit, so she’s going to take your opponents by surprise. Play her as a defensive unit when you need to, or put her behind your push when you’re counter-attacking. Either way, make the most out of her dash!
She works great with a DPS unit and an Ice Spirit because they will destroy your opponent’s defenses pretty fast since the Bandit also has a nice DPS after applying her burst.
Lightning: Burst card to make a push successful easily
Lightning is a burst card too , but is a spell.
It can completely destroy a whole defense, chip damage a Tower, change a Tower’s focus, and most commonly pair with DPS units and/or a Bandit so it destroys tanky units very fast.
You can also use the Lightning to make a good trade out of a bad placement or destroy an annoying Musketeer placed in the back of your opponent’s field.
Ice Spirit: Cycle card and temporizer
It is a cycle card, but mainly a temporizing card.
Think about it: Your two main offensive units are ranged DPS units. It means an Ice Spirit placed before the bridge will actually have the time to support them against melee counters because it can reach their positions pretty fast!
Also, the Ice Spirit is there for easy trades, like countering a lonely Musketeer with it.
Bats: Anti-air unit, but also double-threat tool!
It enhances a push by making your opponent having to think about countering air units too, most likely using more Elixir to do so.
Your opponent having too many things to counter can often make a push reach the Tower, so the Bats are pretty great to send when you have a well-crafted push going.
I hope you’ll like this deck! It was designed for friendly battles, but I’d like you guys to tell me if you succeed with it in challenges.
I may try it myself soon after seeing how well it does in friendlys. The Cannon Cart is very surprising since it has a lot of health and DPS, which makes this card fun to me, so I wanted to create a Cannon Cart deck: Here it is!
Anyway, have a lot of fun, and see you in the arena!