Classic Miner Spell-Bait Guide That Got Me to 4k Club

Hello fellow clashers! It is me, the one and only Farfetch’d from Electro Turtles (join if you can), with my first guide for CRA!

This is a guide for pretty much the founder deck of the entire spell bait archetype (which is coming back in meta!), and even though it was long gone from the meta, it did and still does function very well as a competitive deck as it got me from 3,000 to over 4,000 trophies in a short period of time.

WARNING: Each paragraph is basically a guide of its own, as it describes each card in extreme detail.

goblin barrel spell bait deck

Ultimate Guide to Spell Bait Deck

Clash Royale MinerClash Royale PrincessClash Royale The LogClash Royale Goblin Barrel
Clash Royale Skeleton ArmyClash Royale fireballClash Royale Minion HordeClash Royale Inferno Tower

ProsCons
  • Very punishing
  • Easy to counterpush change between offense and defense
  • Well-balanced in almost any meta or matchup
 

  • Has three legendaries → hard to level up
  • Has many squishy troops
  • Lacks a glass cannon/mini tank aside from Miner

Cards Breakdown

Miner: The Miner is the main win condition of this deck.

Use him at the beginning to chip the opponent’s tower a LOT, and as the main tank of your push.

The Miner is considered by many the ultimate counterpushing card, as with him counterpushing is taken to a whole new level!

Previously, it was standard counterpushing procedure to only do so if your remaining troops had decent health. With the Miner, however, the less health your troops have, the more devastating it would be to shove all of them into one big push, being tanked for by the Miner.

This is because the opponent now has to use much more Elixir that he/she may not have to stop your counterpush. All this value for just three Elixir is pretty much insane.

Fireball: This is your high-damage spell.

Use it to clear out pretty much anything, from Three Musketeers to a humongous Lava Hound push.

I would recommend to be a bit conservative with it, so mostly use it on troops and only if they’re at least three elixir (in that case it’s good to clip the tower as well).

Minion Horde: *Opponent wastes a Fireball as a prediction* *You send out the Miner + Minion Horde combo* *Opponent’s tower goes down from full health* *You watch in knowing satisfaction while any spectators are shocked*

This is the power of the Minion Horde. Use it as the ultimate punishing card and as a pocket card in some cases.

Before you use it, make sure your opponent does not have any counter/used their counter already, which is why it is best played in the late match, where you know your opponent’s deck better.

Pro tip: Every single time you see a Wizard, Arrows, Executioner, Fireball, or any other Minion Horde counter being dropped, you should think exactly this: “Holy crap!! He just used his [counter]!” Wait for at least 8 Elixir, then Miner + Minion Horde out of nowhere and sit back as your opponent spams crying faces.

Believe me, this card takes a LOT of skill (and luck) to use effectively.

Princess: Aah, the one and only Princess.

This lady here is your main splash troop, and although squishy, she provides a lot of value for just three Elixir.

Use her mostly as a pressure card, as placing her on the bridge chips the tower AND demands a quick reaction. This is very underestimated, since she forces the opponent to either place down cards they did not want to place down, or use their spell, which opens a door for your other spell-baity units to deal some damage.

Imagine this: You have a Giant that you just placed down, and want to support it with Elite Barbarians. The opponent places Princess on the bridge, so you have to split the E-barbs to kill it immediately, making your push that much smaller. (Of course, the opponent is very smart as he is using this deck).

Moreover, the Princess synergizes very well with Fireball, as it provides that extra damage Fireball needs to kill troops like Musketeer, Wizard, and other troops that could potentially be a threat.

One last tip for this beauty of a card: Do almost anything you can to protect her. This includes distracting enemy troops, or simply killing them with your spells.

This gives the Princess so much more time to stay alive, and forces your opponent to burn all his/her Elixir or watch in annoyance how this little three Elixir creature is slowly but surely killing his entire chance of winning that match.

Goblin Barrel: Honestly, even though the Miner is the main win condition of this deck, this nasty little trio of three sneaky green creatures usually takes most towers down with ease.

Although less punishing than the Minion Horde, the Goblin Barrel is cheaper, easier to get to the tower, and has much less counters overall.

Use it in three ways:

  • As your bait when you need to neutralize the opponent’s spells in order to defend.
  • As a punishment or feeler (scout card to see the opponent’s deck at the beginning of a match) or in other words a medium to large chip play.
  • As an investment when the match is at a stall and you’ve reached maximum elixir.

Nerfed, buffed or changed in any way, the overall concept of this tricky tower-placeable bait is always going to find strengths and is the key card to most spell bait decks.

The Log: I was thinking about giving this a long explanation, but I found it more feasible to just go to the guide about it here.

That said, this beast is pretty self-explanatory unless you’re smart enough to make crazy, unheard of plays that are more perplexing than tornado usage strategies.

Skeleton Army: Eh. Frankly, I do not like this card as much.

It’s generally extreme vulnerability to pretty much anything, especially with more cards like Ice Wizard being able to one shot Skeletons, means that it is a purely defensive, last-resort card.

Playing it well is very difficult and sometimes seems like a waste of a play, though its cost makes up for that.

Basically, one of those dreaded Golem Night Witch pushes are coming down the lane, so Skarmy would not be a good option to play beside the obvious Inferno Tower though it is the best one to make as it kills threats like glass cannons and distracts many units for a lot of time.

Another tip – for Elite Barbarians, place Skarmy in the center of your side and pretty close to the river to avoid predictions.

Use the Skarmy in that situation to take down the Night Witch and so Fireball (and/or Log) the remaining bats and support troops.

Though overshadowed by the Goblin Gang, it takes down many threats completely, such as Hog Rider, Three Musketeers, tanks of different varieties, etc.

Just be sure to bait their spell with Goblin Barrel or predict other counters before the Skarmy dies.

Inferno Tower: No, it’s not an overpowered cancer wall.

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This is your only solid counter to any building-targeting troop and much more, so be sure to save it and think long-term while using it.

Everything that you want to use it for but can be at least 90% surely killed with Skarmy, use the doots instead.

Against Hogs – and other win conditions – use this defense top-priority, as in shuts it down most efficiently (yes, Skarmy is a better trade but it most like will get Zapped or killed somehow).

A little creative trick I like using is when your opponent places down Elite Barbarians and you know or are somewhat sure they have a counter (that being said, do not underestimate opponents), place a predictive Inferno Tower to help finish them off for an even trade: Ebarbs + Zap/Log =8, Inferno + Skarmy = 8. Or, even better, The Log + Inferno, when timed right, certainly finishes them off with a tower or two. So, the Inferno Monster – I mean Tower 🙂 – is your key defense, so use it wisely!

Replacements:

Clash Royale MinerClash Royale Hog RiderClash Royale Knight

Clash Royale fireballClash Royale PoisonClash Royale ZapClash Royale Rocket

Clash Royale Minion HordeClash Royale Goblin GangClash Royale Minions

Clash Royale PrincessClash Royale Dart GoblinClash Royale Musketeer

Clash Royale The LogClash Royale ZapClash Royale Arrows

Clash Royale Skeleton ArmyClash Royale Goblin GangClash Royale Ice Spirit

Clash Royale Inferno TowerClash Royale Inferno DragonClash Royale Mini P.E.K.K.A

Strategy and Tips:

Not much to say here, mostly explained individually for each card.

Otherwise, remember to read your opponent’s plays, manipulate their plays, punish them for the smallest mistake, keep track of your counters, etc.

No one said this is going to be easy. I’m serious.

To play this deck well, you pretty much have to use a whole new mindset, have a good, interpretable memory and play to chip them slowly, block all their possible threats (even small ones, this is not beatdown).

You really have to do most of the things above, as spell bait is the most mentally challenging part of the game.

To summarize: FOCUS, be as awake and aware of everything that happens in the match. That said, you will win every single time as long as you don’t lag and follow the steps above.

One last time: play as intensely as possible, as one tiny mistake by them could turn the tide in your favor, if you only concentrate enough to spot it and treat your opponent with the appropriate consequences.

Gameplan

3:00 to 1:00:

For the first two minutes of the game, you need to complete your master plan to outplay each one of your opponent’s plays.

Try to chip them passively, your main goal being to figure out their cycle speed compared to yours, how to bait them, what they usually bait, how to penetrate their defenses, and if you’re really good, find out their favorite ice-cream flavor.

Defense should be solid, if expensive; minimize damage to your towers. Remember to use the Miner counterpush tactic if there is a good opportunity, but do not overcommit.

If you’re a god at this game and you have planned how to outcycle their spells/defenses and/or how to bait them using what bait and all that goodness before double elixir, start to fool them out of cycle with baits and small threats. Otherwise, play relatively slowly for a medium control deck, but be unpredictable with your plays.

Recommended: Princess on bridge, Goblin Barrel to scout, Horde to counter small threats and counterpush (if you know they will zap then use Counterpush Miner), all those small plays are good for your mental assessment of your opponent. Even a lone Miner to simply chip is fine. Oh yeah ,make positive elixir trades on offense and sometimes defense, if there is a safe option.

1:00 to end of match:

Now, figure out their patterns as soon as possible if you haven’t already, as you should have (I usually get a shallow understanding by the first minute but towards 1:15 to 0:45 I know all their patterns, plays and counters).

Once that is done, execute your plan until you twisted their side of the match enough so you could start forcing them on useless defense, solving your offensive and defensive problems at once.

The moment you see an opening – and your brain should be as attentive as ever, so be quick and do NOT miss an opportunity as one is very rare – play your punishment.

Watch them spam angry faces and “Well played!” at you as their tower is destroyed by the Miner Barrel Horde Princess push you made as they used their arrows on your Skarmy and zap on the Inferno, while you gained Elixir from their negative trades.

By the way, all that can be explained in one word: Outplay.

As in, a single, massive, outplay made by outplaying the opponent over and over again.

One more time: No one said this is easy, and no one will, because it’s simply not.

Matchups:

Clash Royale Hog RiderHog Lightning:

Force them out of Elixir or either out of offense by chipping them constantly without pause and, ideally, having to lightning a Miner out of desperation. This is your hardest matchup on defense, so avoid defending, especially in double elixir.

Clash Royale GolemGolem Beatdown:

Annoying, punish them for investments such as Golem and Pump, be sure to kill either pumps or towers every time they pump, and do your best to break up or overall avoid allowing them to form large pushes. Again, force them into constant defense with cheap threats, and punish them if they choose to focus on their offense instead.

Clash Royale Lava HoundLavaLoon:

Nothing else besides using your Princess to bait Arrows so Minion Horde becomes uncounterable, place inferno only when you are sure that they will not place a lone Hound or Balloon after a push for punishment of using counters.

Clash Royale Goblin GangLog bait:

Not much besides trying your best to chip them and not giving them rocket value above 3 elixir, force them to panic and use their counters to mess up their cycle, as in most cases they only have one swarm spell but you have two.

Clash Royale X-BowSiege:

Use Inferno Tower as trickily and as unpredictably as possible as there is no solid tank beside the Miner, who is weak against siege. Try your best to make your baits uncounterable.

Conclusion:

Congrats to everyone who read this 2,345 word guide, and an early congrats to everyone who reached Ultimate Champion with this deck:)

I hope you liked it, as I did and many people in my clan and others copied it and had success.

Aaand, one last time: no one said this was going to be easy, though the rewards are pretty much a 99.9% winrate if you concentrate well and play this somewhat close to perfectly (and don’t lag).

And with that I say, see you guys next time!