Hey everyone, Blaxeturner here with another challenge winning deck. I have won two Challenges with this deck, one of them being a flawless challenge win. All my cards were tournament standard except for a level 3 Poison.
Furnace Poison – Challenge Winning Deck
Furnace – This card is severely underestimated by some. It used to be the top meta card in tournaments and took the game by storm. It started to die down when a poison meta was rising however there are ways to reduce the impact of poison on your deck. If left alone, this card can deal a devastating 800 damage to your opponent’s tower. Constant pressure on your opponent like this can shut down many decks immediately. Keep in mind, it is best if you have a level furnace that will spawn Fire Spirits to reach your tower
Elixir Collector – This deck is able to control and pressure your opponent. With the extra Elixir advantage, you can increase this pressure by placing multiple Furnaces (out of Poison range!) cycle through your cards to constantly Poison your opponent’s troops, and provide a steady Elixir control when your opponent also plays Elixir Collector. Make sure to place your Elixir Collector away from your furnaces. This forces your opponent to either poison your furnace or your elixir collector, either one will give you the positive elixir trade.
Musketeer – Probably one of the most important cards in this deck. She will be both your offense and defense. On defense, with her long range, she will be able to take out opponent troops while standing protected next to the tower. Her high DPS allows for tanks and split supporting troops to be taken out easily. She is also a killer when surrounded by Fire Spirits and Ice Spirit usually forcing your opponent to use a Zap during offensive play.
Mini P.E.K.K.A – He’s one of the best tank killers in the game and he’ll be a troop that you’ll want especially in the current meta. His fast movement speed and high damage will put a lot of pressure on your opponent when supported by the Furnace. Probably one of the best cards at the moment. Take a look at here for more details!
Ice Spirit – One of the top cards in the game due to its amazing defensive and offensive versatility and also because of its immunity to zap. A recent orange juice video noted its synergy with the Musketeer. You’ve got both in your deck along other great support (Knight and Furnace). Take a look at here for more details about the Ice Spirit, the best troop in Clash Royale!
Poison – Just an overall great card due to its ability to take out Minion Horde and slow down the tower allowing you perform great combos. Poison will also be your secret weapon to deal with Giant Poison decks. If you can Poison your opponent’s troops when your opponent is coming in for a Poison push, the Poison will cancel out allowing for an even match. If positioned correctly, you can also force your opponent to either poison your Furnace or your Musketeer allowing a poison free territory on your side.
Zap (or The Log) – Surprisingly Log works very well in this deck, but sticking to the “No Legendary” part, Zap works just as fine. Both serve different purposes but they are in here as they will clear away those little bitty troops such as Goblins and Skeletons from wishes allowing your Mini P.E.K.K.A to defend well or reach your opponent’s tower.
Knight or Goblin Barrel (or Miner) – The preferable one here would be the Knight, but the Goblin Barrel has its own benefits too. They all cost 3 elixir and provide either a Zap lure ability or a tanking ability. The Knight has been an underestimated card which provides excellent value for 3 elixir. There are few cards that can take out the Knight for less than 3 elixir. The Knight here will be tanking mainly for your Musketeer and also on defense, it can tank while your Mini P.E.K.K.A hacks away at distracted troops. The Goblin Barrel has also great synergy as often, your opponent will Zap your Fire Spirits behind your Mini P.E.K.K.A or Musketeer to counter it (which is already a positive elixir trade for you as the Fire Spirits cost less than 1 elixir to produce), the Goblin Barrel will provide for either extra damage, or lure your opponent’s Zap to allow for a confident push knowing your opponent has no zap.
Control your opponent
The Furnace is probably the best control card in the entire game. It will shut down your opponent’s Minion Hordes, Lava Pups, goblins, and Witches. To non-splash vulnerable units, they will still do around 150 damage per spirit which is a significant chunk of their health. If left alone, the furnace can chip 800 damage.
Poison is also a great way to control your opponent with the rising meta. When your opponent poisons you during a push, Poison them back to make it even while also gaining crown tower advantage and to pop cheap troops your opponent decides to place. This deck is one of the best defensive decks.
Furnace and Elixir Collector
Your goal during each match will be to make as have as many Furnaces and Elixir Collectors as you can. Just 3 furnaces will chip 2400 damage from a tower.
Make sure to distant your Elixir Collector and Furnace to force your opponent to choose between Elixir Collector or Furnace to Miner/Poison.
Think of this like a pumpy Golem deck or an intense chip damage deck. You want to gain as much elixir advantage over your opponent has possible.
This deck may surpass all others in terms of counter pushing. The furnace will constantly generate fire spirits to support your counter push. It is not rare for a Musketeer, Mini P.E.K.K.A, or Knight to be wandering after an attack by your opponent. With this, you must burst at your opponent. After an attack will always be the time that your opponent is weakest in elixir and defending against Mini P.E.K.K.A and Musketeer surrounded by Fire Spirits and Ice Spirit will be very difficult, especially when you Poison their towers as well. If you do have the Miner, it is excellent to tanking for the tower having your opponent make the decision to take out the miner or the incoming troops.
No Aggressive Pushing
This Furnace deck is not a Hog Rider deck. You can’t push the other side very easily when your opponent places a tank in the back. However, this deck does specialize in defending well and counter pushing which will give you the extra Musketeer or Mini P.E.K.K.A left over on defense to push with. Pop a Knight in front and the push will be perfect especially with the Furnaces constantly pumping Fire Spirits.
How to deal with Giant Poison
This is really the only matchup that needs an explanation. As stated before, place your Elixir Collector and furnace out of poison range from each other. This way, they can either Poison your pump, or your Furnace, giving you the positive trade either way.
To stop their pushes, use the Furnace to lure the Giant to the middle and place the Musketeer next to the tower out of Poison range of the Furnace to slowly deal damage to troops behind the Giant (the Giant lured to the middle will leave troops behind it vulnerable). Use Ice Spirit, Zap (or Log) and Poison to slow down the progress of your opponent troops and Mini P.E.K.K.A to deal damage to them. The Knight is also great for finishing troops such as the Ice Wizard or Bomber as well as distracting Mega Minion.
Okay guys hopefully you have found this guide helpful. Don’t hesitate to comment If you need any help. Cheers! Source