Hey guys, Lolman here going for a different kind of guide to my traditional ones! This is me going back to a ladder guide.
Recently I’ve sorta challenged myself to see how far up I can push with a 3M deck with level 9 3M. I pushed to 4700 relatively easily.
But because of the large number of overlevelled cards – level 10 Fireball+ etc, it’s a bit hard to push higher than that. This deck is relatively underlevelled for me.
I will also list out my car levels below to get a rough idea about what levels you can hope to have to push roughly where I got.
Without further ado, onto the deck.
Three Musketeer Battle Ram Deck
Elixir Collector (9)
This deck relies mainly on getting an Elixir advantage and cycling 3M, Horde etc to a point where your opponent won’t be able to keep their counters in cycle with the 3M.
Pumping up is always a good idea early on unless you won’t be able to defend.
Lets say your hand was, Pump, Horde, 3M, Zap with Battle Ram next. Horde isn’t that good of a card to rely on because Arrows, Zap, Fireball etc are pretty popular, you always want Knight and or Gang in hand when you make this play.
Cheap answers that are prone for positive trades.
3 Musketeers (9)
Not one, not 2 but 3 Musketeers for a discount of 3 Elixir.
Normally would cost 12 Elixir but for 9 you get 3 Musketeers and all they got to offer, which is a lot.
Possibly one of the most persistent archetypes in the meta, 3 Musket beatdown/control. Adapting with Night Witch, Ram etc to suit the meta similar to Log bait.
This archetype though more level dependent on ladder, is very powerful in tournament play!
More on when to play 3 Musketeers etc will be discussed later.
Battle Ram (9)
You can use Hog here instead of Battle Ram because Lightning meta has died off till a Lightning buff you can pick whichever you like.
I have a level 9 Ram and level 8 Hog so I am currently using the Battle Ram in this deck. Battle Ram works better than Hog on defense when protecting the 3 Musketeers, other than the fact that Hog doesn’t’ get countered by Log + Ice Spirit, etc
I don’t see any other real advantages for using Hog instead of Ram.
Level this badboy up, on ladder it’s very important to max out this spell!
It can actually mean a LOT if you face say Goblins/ Gang below level 12 or even Horde below level 11, which gets 1 shot by a max Zap.
This card ought to be used when killing squishy troops or on the Barrel, but later on into a game vs spell bait, save it for Goblin Gang instead and Goblin Gang their Barrel.
Knight (13) / Ice Golem (8)
If you plan on getting 4300+, it’s highly recommended to have at least a level 12 Knight.
E-Barbarians and RG you face will be almost always maxed out. Having a high level Knight will help you out a great deal.
Because you can overlevel it, I do prefer it over the Ice Golem on ladder. But when play this deck in challenges I would use Ice Golem here because Knight’s main job is to deal with RG and E-Barbarians in a cheap and efficient manner.
Defensive card and cycle card mainly but prone to be spelled off the map!
You ideally want to avoid playing into predictions.
Good players tend to pre-Log for their Hog Riders once they have seen your Goblin Gang because if they know you aren’t playing bait, it’s a low risk high reward play. You want to try to either wait for the counter then play, or use something else first then punish it on the counter rather than dropping your Gang into the Log/ Arrows or Zap.
The deck relies on building positive Elixir leads and punishing their use of spells.
3 Musketeers are prone to get Fireball/Rocketed out, etc. So are the Collector, the Horde and the Gang etc.
So by having 3M, Horde, Gang, Pump, you will be able to punish any spell used. Unless you face Exenado in which case you will have to play differently but that being said you will rely on this on defense once you say draw out a Fireball on your troops, a play I tend to make is if you face Golem these days.
I usually 2M opposite lane and 1M on Golem. Then if they ignore 2M and go all out, I will take their Tower and avoid getting 3 crowned. If they Poison my 2M then I will use Minion Horde with a tank (for Baby Dragon) to clear support and counterpush on that lane because they lost their spell to take care of Horde.
3rd win condition of the deck.
Due to the lack of direct damage, you need something that can get a good 200+ ish damage off Tower (4 Miner hits will get you that)
Combined with the Zap, this bad boy is bound to get damage on your opponent’s Tower fairly easily.
You want to use him on your opponents pumps and Princesses as well!
I don’t really play the Miner on defense unless in a real pinch or saving the 3M from like a Mega Knight for an example.
Early game – (3:00-2:00)
Early on when you start up the game, your first goal should be to Pump up.
Get that Collector on the map and get your Elixir flowing, giving you an early Elixir lead.
In 1x Elixir, you shouldn’t really be investing in too much of a push by yourself.
The only time you should use your 3M offensively in 1x Elixir is when you counterpush.
Now if your Collector isn’t your first play, you can passively play an Ice Golem/Knight in the back and then split 3M.
Fortunately, while using this deck, you never really have a bad hand. So you can cycle like Goblin Gang, etc to try to get to your Collector.\
Passively cycling 3M in the back early on is fine as well! Especially if you draw a Rocket or a Fireball etc.
So Pump up and defend, keep your Pump safe and identify their deck. That’s what you have to do in this time period.
Identify their big spells! If they have other cards that counter your pushes, ie- Say they have Poison, and a P.E.K.K.A or if they just have Poison.
Depending on their counters you will have to adjust play-style accordingly as time goes on. Keep on cycling/ defending and pumping up continuously.
TL;DR: PUMP UP ASAP! Cycle, and defend while figuring out their deck.
Mid game – (2:00 – 1:00)
By now you should have gotten a sense of what your opponent is playing and roughly their cycle. When they have a spell in cycle etc, and have one or more pumps up.
Even at a minute past, you will want to keep on pumping up, adjusting according to what they’ve played.
If they have Lightning or Fireball you want to Pump up behind high HP Tower, vs Miner you want the centre unless they’ve significantly damaged one Tower and run like Miner Poison etc.
Once you have identified the deck, this is roughly where you try to control the pace of the game.
Draw out spells on certain cards and punish while mitigating damage.
Vs decks like spell bait, it’s impossible to prevent all damage so you will need to be aware of how much they take each push and what you can do to prevent as much damage as you can etc, more on that will be in matchups.
Tl;DR: – Keep pumping and drawing out spells. Try to punish while not overcommiting! Get that Elixir lead!
Late game – (1:00 – End)
Around here you will want to get those 3M rolling.
I almost always Ram + Horde side with the 1M and then Ice Golem in front of the 2M , this can present a rather tough dilemma for people with say a Mega Knight, P.E.K.K.A, etc.
Miner can be used to get the aggro of both towers as well if you are low on Elixir in order to tank for the 2M.
I would avoid pumping up unless it is a tough matchup to get damage on and it’d take the game deep into overtime.
In a worst case scenario, you will have to probably end up Miner+ zapping the Tower to death.
TL;DR: You want to make use of that Elixir flowing out twice as fast by pumping out 2x as many Musketeers as you can. If you are capable of doing so then with a sufficient Elixir advantage, not much can keep you from whittling their towers down and building your advantage to the point you win.
Probably one of the most persistent decks in the meta game.
I’ve seen this deck around since Exe was introduced into the game and found it one of the most annoying decks to face ever but over time it’s gradually become one of the more mediocre decks to face.
Especially on ladder with a good leveled Zap, you will be able to counter this deck very easily.
Now the 2 variations, Tornado and Inferno Tower will require you to play a bit differently.
Tornado being the tougher match-up! If you run Hog, Inferno Tower will be a harder match-up.
Ideally you want to build up an Elixir advantage by early on drawing Rocket onto your 2 Musketeers. Don’t give them value Logs and ALWAYS without fail Miner the Princess, this will do 2 things.
Either they give up Princess or drop defense which they could’ve dropped on your push like the Gang, or the Knight which can prove to be their undoing.
Early on Zap away their Barrel but later on Zap away the Goblin Gang because this will be more worth. Punish Horde can be nice if they aggressively Princess the river. ((Only do this if you are sure they won’t Ice Spirit Tornado your Horde which can result very negatively for you))
Golem Poison isn’t that huge of an issue when you face it, just draw out Poison with either 3M, Horde or Pump and use other to capitalize on it.
Lets say you managed to get them to Poison your Collector? You can use 3M and Horde without a worry in the world.
Vice versa, split 3M so 2m go opposite lane and 1m to Golem. Then you want them to Poison your 2m so you can Knight to tank then Minion Horde the backend troops. Like the Night Witch, Baby Dragon, Minion Horde.
When you face Baby Dragon nado version what you want to do is, to space out your troops but feel free to 3M the same lane. 3 Musketeers only in last second so your Musketeers don’t move into Tornado range. This can be devastating if they Log+ Baby Dragon splash etc your 3M.
It can get a little tricky but both are beatable relatively easily.
All you really have to do is capitalize on their mistakes and you will be gold!
With this match-up it’s very similar to how I play vs Golem, but cross your fingers and hope you are facing Fireball Zap and not Fireball Arrows.
Fireball Arrows with Tombstone etc is probably one of the only *hard counters*. I know to this deck, yes not even Executioner Tornado, but decks with Fireball and Arrows.
Honestly no real way to punish that unless you get lucky, with them misplaying you will have to outplay them.
Build that Elixir advantage as they won’t Fireball your pumps and capitalize off of your lead.
Hog Rider Rocket
This deck with combination of either Ice Wiz or Executioner, depending on the match-up your strategy will only vary slightly.
I’d say Ice Wiz is the tougher of the two because that deck cycles faster and ice wiz isn’t that big of a commitment.
I would always try to distract Exe with Miner, also Pump up!
Try to bait out the Rocket early on onto your 2M and then Pump up, get the Elixir flowing. Chances are they won’t have Rocket in cycle for a while so capitalize on misplay
It’s not an easy matchup but you will need to outplay them! Don’t play into predictions.
This deck can be hard, with an overlevelled Fireball, possibly Zap and Log, and also Fire Spirits is common here.
Pumping up and punishing misplays is the way to go, it’s the name of the game with this deck.
Knight should be in your hand at all times to defend/tank for 3M because Wizard, Ice Wiz, Archers + Zap etc are common combos used to kill your Horde
Try to make sure you are aware of cycle, captalize on overcommitments, misplays and you should be gold!
P.E.K.K.A is slightly on the rise on ladder from what I can see and it’s kinda obvious why as stated above. With Royal Giant so popular, P.E.K.K.A can shut him down quite easily etc.
With this deck, P.E.K.K.A usually comes with say a Poison, Fireball etc can be a bit tough but not unbeatable!
You have Minion Horde, and Pump to punish spells on the 3M.
So that pretty much covers it guys, I had a lot of fun and success pushing with this deck, and hope you do too.
I’ll answer questions in the comments below and all, hope to hear your guys feedback.
Who posted this crap?
Hi guys I am lolman but people like calling me lmaoman and roflman, whatever floats your boat.
I consider myself an above average CR player and I make guides for CRA with cool decks that I find.
I'm pretty active on the CRA discord.
Hmu if you guys need and tips or whatnot.