Hey guys! It’s Zigge back with another deck guide.
Today I’m gonna share with you the deck that brought be to 12 wins in the Legendary challenge, and the deck I used to place second in the CRA Tourney #8!
It was my first try and this deck has been doing very well in tournaments and regular challenges as well, so I’d like to share it with you.
I call this deck “Elemental Bow”, Because it uses, Ice Wizard, Ice Spirit and Golem, which are all ice type cards, and it also uses Inferno Tower and Fireball, which are fire type. Here we go!
Very fast cycle
Counters the Meta well
Utilizes the newly buffed X-Bow and Ice Wizard
Weak to Graveyard
Very high skill
Could have problems vs Lava Hound
Ice Wizard – It might be a little weird starting off with a defensive card, but this is the most important card in the deck for me.
I my opinion, the Ice Wizard isn’t that much better than before, but the fact that he got a buff, makes him look like a much more appealing option.
For a fact, in most of the matches you play, the old Ice Wizard would serve you much better, however, in the matches where your opponent has Minions, Skeleton Army or Bats, it’s definitely be worth it.
Now, onto how you wanna use him.
When he’s behind the X-Bow, this guy is an absolute nightmare for your opponent. He doesn’t die to Poison, can survive a Prince charge strike, and he’s the cheapest ranged troop that survives a Mini P.E.K.K.A swing (which we will more about later).
For a fact, he is the only troop in this deck you can counterpush with, since all of the other cards are too small or too fast (which we will also talk about later).
Note: Always, I mean ALWAYS place Ice Wizard by the edge of the arena, to avoid giving your opponent a value Lightning.
X-Bow – The second card is of course X-Bow. It’s my favorite win condition in this meta, due to the fact that it can take down a whole tower with only half HP.
Also, just like Graveyard, it does the same amount of damage to a level 13 tower, as it doe to a level 1 (which means none of them survive). And that is very good for underleveled players like me.
And unlike Graveyard, you don’t have to rely on no skill RNG.
Fireball – Definitely a must have in all X-Bow decks. I could be substituted with a Rocket, but I prefer Fireball since it’s much more versatile.
Use it to kill cards such as Minions and also against Wizards and Musketeer to severely weaken them.
In the late stages of the game, you might wanna start to Fireball cards like Executioner, Bowler and Baby Dragon, just to chip their tower.
In a pinch, Fireball could also be used as a clutch defense if your opponent has a huge push.
Inferno Tower – The main defensive card in this deck.
Calling it a no skill card is definitely wrong, since you can get really fancy with placements, so your opponent’s push will never get through, and that’s what really matters, right?
To understand all these placements better, I highly recommend you check out this video by Orange Juice (great channel by the way). It covers the different placements of buildings in general and focuses on where spells can hit it.
True Story: I once faced a Golem deck, which is a very hard counter to this. I couldn’t defend his Golem push so I decided to place an X-Bow in the opposite lane and try to take the tower trade. It backfired and I had a huge counterattack coming at me. I managed to defend it but my tower was severely damaged. Somehow I took his tower and now we we’re tied 1-1 and the match went into double elixir, then overtime. I slowly chipped my opponent’s tower away with Fireballs and The Logs, while placing forward Inferno Towers to distract and burn down their Golems. And deep into overtime, the match ended, it was a beautiful victory…
Ice Golem – One of the best utility cards in the game.
An Ice Golem by itself can counter most low cost cards in the game (not gonna list them as I used to). It’s also a useful Lightning rod for your Ice Wizard if you’ve placed him in the center (which you by the way shouldn’t do).
It also provides a useful shield for your X-Bow, especially against Minions and Goblins.
The Log – Very useful card, especially when playing a chip style deck.
In a long spell cycle game, let’s assume you throw 10 The Logs in total with this very fast cycle deck, that is 960 free damage on your opponent’s tower, as opposed to Zap, where you would hardly get any damage.
It’s the only “real” spell that counters Goblin Barrel for a positive Elixir trade (Fire Spirits also work, but they’re a pseudo spell).
Just like Fireball, in a pinch you can use it defensively to delay a push until the match ends, or just to cycle to a better counter.
Goblinsor Bats – Lowkey, low cost, high dps cards.
If you have a really bad rotation or if you’re stuck in an unfavorable “The Loop”, you can do a quick Ice Spirit or Ice Golem push with Goblins or Bats behind.
This is a very low cost but devastating combo which will wreck your opponent’s tower if they ignore it or don’t have an appropriate counter.
If they have already used their The Log, you can use any of these cards on defense without them getting sniped by that The Log or Zap.
Note: Overlevelling your Goblins is a good choice if you want to play this deck on ladder. I’m currently requesting them to level 13.
Ice Spirit – The Last card in this deck, but surprisingly it’s my favorite card.
It doesn’t play as big of a role in this deck as in my other decks, but I can play without this card.
It completely counters Mega Minion and almost stops a Musketeer in its tracks, only allowing one hit on your opponent’s tower.
Since it only costs one elixir, it’s useful in any meta, and fits into any deck (however, some decks have better options).
It might not seems like much to the eye – why would you want to freeze a troop and delay it when you can just kill it with Goblins or something.
I’ll tell ya, the freeze effect really comes in handy when defending your X-Bow, because 1.5s of Freeze let’s your X-Bow shoot 6 bolts, which is 156, just for one elixir.
On another note, the damage might not seem like much, but it could help your X-Bow significantly to clean up a Skeleton Army or Goblin Gang.
Normal Elixir Time
With this deck you wanna focus mainly on playing defensively at the start, let your opponent reveal their deck and when they make a push, you have to estimate whether you need to use the Inferno Tower or not.
Ideally, when dealing with a small pushing deck (Giant, Hog etc.) you can defend without dropping the Inferno Tower, thus, you have enough Elixir to drop the X-Bow in front of your Ice Wizard (which you most likely used when defending).
Your opponent will most likely be out of Elixir, but if they’re not, you can defend your X-Bow as normally.
Double Elixir Time
Most non-beatdown decks prefer playing in standard Elixir time, but this deck is the exception.
With this deck, you can cycle Ice Wizards really fast, and if your opponent doesn’t have a direct counter like Lightning, Fireball or Poison, you can stack 2-3 or even 4 Ice Wizards and just overwhelm your opponent (a personal favorite of mine).
Note: Did your opponent bait out your The Log and now they’re sending a Goblin Barrel? Fear not, with this specific placement of Ice Spirit and Goblins, you can completely avoid all damage on your tower.
Inferno Tower Placements
I quickly wanna go through the best Inferno Tower placements here.
If your opponent uses a Golem to counter your X-Bow, place your Inferno Tower in the anti-Lightning position to avoid letting your opponent get a value Lightning.
Sometimes you might wanna surprise your opponent by playing an Inferno Tower at the bridge, this is especially good against a Lava Hound.
If the match is about to end, and I don’t wanna risk anything, a low planted Inferno Tower will pull all tanks and won’t allow your opponent to place an Electro Wizard at the river in order to counter your Inferno Tower.
Soft Counter Cards
These are the cards you might have a little trouble facing but when you’re getting used to the deck it’s easy to outplay them.
Sadly, the most popular spell in the game is a pretty tough one. It chips your X-Bow a bit, but the big deal is your Ice Spirits, and Goblins, and stacked Ice Wizards which are all weak to The Log.
Same as above, Poison covers a huge area for 8 seconds, this is especially annoying when you’re trying to stack Ice Wizards, it also weakens your X-Bow quite a bit.
I’m not sure how this card works yet, but it seems like it would counter this deck pretty well.
Hard Counter Cards
These are very hard to overcome, but it’s possible when you’re skilled in the deck.
There’s no way to get rid of a Bowler. You’ll have to distract it with an Ice Golem or out-cycle it. The hardest counter by far.
Also very hard to remove, you’ll need ti Fireball log it when it’s next to the tower, or distract with an Ice Golem if you have an X-Bow up. Goblins can also take it out on defense.
Just like with the Bowler, it’s very hard to remove the Valkyrie, due to the fact that she’s not weak to spells. At least she’s not used at all this meta.
You could have a little trouble against these decks…
This deck does not use a clear Graveyard counter, but any two card combination of Ice Wizard, Goblins or Ice Golem paired with a The Log if needed, will do the trick. If they pack Poison, it’s a different story…
Since Lightning takes care of both your Ice Wizard and Inferno Tower, you’ll either have to space them out or play them individually. Due to the fact that the Lightning stuns its targets your opponent could get a real value Lightning on your Ice Wizard and X-Bow, while re-targeting it onto a Tombstone or similar.
That’s it for me folks. Don’t forget to share this with your friends and grandparents, race for the first comment and peace out! <3
Who posted this crap?
Just the Zigge y'all know, friendly and respectful. OG ClashRoyaleArena member and the first Moderator. My goal is to be active and keep the CRA community as clean as possible. Discord: Zigge#7705