Hey guys! M4SON here with a new deck for the new update! So I stole this deck from a player from HKEsports by the name of TMD Aaron. Anyways with the shifting meta and the nerf to Elixir Collector you’d be surprise to actually know that today we are rocking a GOLEM deck! With the recent Golem buff its explosion damage is actually deadly to flying and ground troops. Accompanied with the popular “zap bait” decks going on we mix the two and get an fun and diverse deck! Lets jump right into it!
Golem Goblin Barrel Zap Bait Deck
Zap: With the rise of zap bait decks you still will need zap to have utility against well, all the zap baits! Watchout for Minion Hordes, Skeleton Armies, Goblin Barrel, Fire Spirits and even regular Goblins! Always try to figure out what you’re playing against so you know what you should be prioritizing your zap on. Also you can use zap to win against Mega Minion fights or to give you the extra edge when you mount your Golem pushes.
Mega Minion: This beefy OP card is a must in this deck. Use regularly on defense against pretty much anything. This card completely wrecks any and all ground troops. Once you get your Golem pushes going plop it down behind the tanky Golem and let it do work.
Musketeer: Great defensive card that always turns into a strong counter push. Now without much Poison your Musketeers health will be generally high as it finishes defending. Place behind your Golem for added support. Situationally can send with your Miner for a small mini push as well.
Fireball: With the nerf to Poison we are bringing it back with the old school Fireball + Zap combo. Great for added assistant with the Zap bait meta. Even though you trade negatively against Goblin Barrel or Skeleton Army it will still save you in times of need. Great to also do a hail mary Fireball on your all in Golem push to secure you the game.
Skeleton Army: The new up and coming OP card. Honestly I don’t find it too OP but Skarmy has become a strong contender in decks. Use it to bait out Zaps or Logs so your Goblin barrel can sneak in. Great for overall defense against single target troops. Can also send in to help distract against Inferno Towers for your Golem.
Goblin Barrel: Rocking it with the Zap bait theme, Goblin Barrel is a must. Throw it to just start the game off to see what you opponent is running and how they react. Do the same throws all game, and then switch it up when it really counts to juke out your opponents. Throw it with your Golem pushes and if they wasted their Zap or Log your Goblins will get insane damage and value.
Golem: Surprisingly this card has been on the rise even with the decline of Elixir Pump. Generally I like to hide this card until double elixir kicks in. Drop it in the back and let a huge push build up. Its okay If the big guy doesn’t make it to the tower because when the little Golemeites are great tanks as well for your Goblin Barrel. Also with the added buff the explosion damage is a force to be wreckened with.
Miner: Of course we need a legendary to seal the deal. Send in to destroy Elixir Pumps (which no one is using anymore). Or just use to apply pressure and help tank for your Goblin Barrels or Skeleton Army. Great for getting chip damage alongside the Golem tanking or use to take our princesses.
Generally you want to open with a Goblin Barrel to test the waters and see what deck your enemy is playing. Then you wanna stall / slowly chip away and defend. Use Musketeer and Mega Minion to defend against most pushes, while sending in Miners + Goblin Barrel or Miner + Skeleton Army.
Once you hit double Elixir drop the big bad Golem in the back and build up your pushes. Try to bait out the opponents Zap with a Skeleton Army then when the Golem crosses the river throw your Goblin Barrel and watch their tower disappear. Strategically send in your Miner to take out whatever defenses your enemy has or even tank up some Inferno hits. Zap to reset the Infernos too. Back up your Golem push with Musketeer and Mega Minion. When you have a strong enough push going and have extra Elixir throw in the hail mary Fireball + Zap to take out remaining troops.
Remember you don’t always need the big Golem alive to tank for your Goblin Barrel. The Golemeites do a great job as well. Do not underestimate the explosion damage of the big Golem too! A fireball + big Golem explosion can take out a set of Barbarians at tournament standard levels.
That’s really it guys, give this deck a try and let me know how it goes! It might take some getting used to but practice and you’ll see the strength of this Golem deck!
Who posted this crap?
Sorry guys! Nothing here!
I am just an editor guy with zero knowledge about this awesome game.
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