It is I, hybrid FTW, here with my first guide on CRA.
I have been playing around with this super fun Miner Poison bait deck that has been super fun to play with but quite consistent.
Without further ado, let’s get into this long guide.
- Very fast cycle.
- More than one win condition.
- Requires a lot of skill.
- Hard to master.
- Contains 3 Legendaries.
Consistent Miner Poison Bait Deck
Miner: This is one of the two win conditions in this deck and your most consistent damage dealer.
The Miner is for constantly chipping the Tower to shreds.
Paired with his best buddy, the Poison, he creates such a good synergy and will lead to hundreds of damage.
One of the most important tips I can give on the Miner is to mix up the placements. This is the very key, and will potentially be the factor of considerable amounts of damage.
Goblin Barrel: Even with the nerf, the Goblin Barrel is still a force to be reckoned with.
With the high prevalence of Zap over Log these days, the Barrel is almost always guaranteed damage.
Paired with an Ice Spirit, it is a great punishment for beat down decks.
Placements are not too important and I advise that you always use the middle placement unless you know they have Tornado or The Log.
Goblin Gang: The reason I use Goblin Gang over Guards is simple that I love adding the bait element to the deck.
The Goblin provides such versatility and is mainly used to take out glass cannons and whatnot.
The Goblin Gang also synergizes very well with the Miner as a punish.
With the double Prince decks running rampid, the Goblin Gang will be a must to block their charges.
The Princess isn’t all that versatile these days, but in bait decks, she’s a beast.
If your opponent has no proper response to the Princess, stacking Princesses will be devastating.
Not only does the Princess provide loads of bait potential, but she also synergizes very well with the Tornado, providing so much value against beatdown decks.
Tornado: Simply one of the best cards in the game.
Paired with splash units like the Ice Wizard and Princess, the Tornado will make your opponents quit the game.
The Tornado also wrecks Hog Riders, allowing the Hog to never get a hit off if timed and placed correctly.
Not only all that, but the Tornado provides king activation which can provide an advantage throughout the match.
Poison: IMO the best spell in the game.
The Poison counters so many meta win conditions like the Graveyard, and Three Musketeers, and is great verse Golem pushes.
The Poison works very well offensively, clearing a path to get hundreds of damage if not properly responded to.
Never hesitate to Poison Musketeers and other such glass cannons when places in the back of the king.
Overall, such an op card and even more op in this deck.
Ice Spirit: The Ice Spirit is mainly used for… well everything!
My favorite card in the game, and is debatably the best IMO and many others to its incredible utility.
For only one Elixir, you can literally never go wrong with it behind the the Barrel or the Miner.
Ice Spirit at the bridge is also a very good starting hand, and according to surgical Goblin, the best and his personal favorite.
Ice Wizard: Once useless, but now one of the best leggys in control decks.
The Ice Wizard is your primary air defense against Balloon pushes, Minions, Minion Horde, Bats, and whatnot.
Against beatdown decks, the Ice Wizards splash and movement slow down paired with the Tornado will be vital for the support.
Best starting moves:
- Ice Spirit at the bridge
- Goblin Barrel
- Splitting Goblin Gang behind the King.
Early Game: (3:00-2:00)
With this deck, it is solely about constantly chipping away with the Miner and Goblin Barrel.
Try to get a feel for your opponent’s deck and playing style, for this is vital to the success of the match.
Identify all your opponents spells, and adjust from there.
For example, if you know they have Log, don’t throw a Barrel when it’s in cycle.
If you know they have Zap, constantly throw Barrel+Ice Spirit combos.
Always counterpush with with whatever remaining troops you have leftover, for this is key.
Constantly try to predict your opponent’s next move.
Just think to yourself what you would do if you were them.
Mid game: (2:00-100)
By now, you should know what deck your opponents using and the best way to counter it.
Continue to chip down the their towers with miners and Goblin barrels.
I wouldn’t recommend doing much Miner poisons before 2 times Elixir unless:
- You have an Elixir advantage and can Catch something like a Skeleton Army or Goblin Gang, or
- You can get a lot of value.
A key thing that is a lot more important than people would think is cycling Princesses.
By this I mean if they don’t have a direct spell counter like Log or Arrows, it will help a ton to stack them vs. three Musketeers and Golems to stack them.
Late Game: (1:00-overtime)
At this point, you’re trying to finish off any alive towers and just playing hard-core defense.
If in a 1-0 situation, never go for the second crown unless unless you know for a fact the match is won.
Use your Ice Wizard/Princess+Tornado to clean up any opposing pushes. At this point, protect your towers and you’re looking golden.
As always, make sure to mix up your Miner placements so their not easily predicted.
Never over commit to pushes, because if you don’t have enough for a proper defense, well… GGWP.
Log bait: This match is an easier one than most.
In this match, it really comes down to who throws the most Goblin Barrels. (and Miners in this case.)
This deck has the faster cycle, so it shouldn’t be much of a hard one than the original bait deck, even if they have Tornado.
Make sure to activate your king with the Tornado as soon as possible, for it will be very important in the progression of the match.
If planted correctly, the Tornado and also deny all damage from the Barrel.
Just Poison off their Princesses, it’s too easy to predict a Miner coming at her.
Do all these things, and you’ll be set up for a very easy match.
Hog Rider: This is the easiest Match out of them all.
You have the best counter in the game to Hog, the Tornado, so it should never be a problem.
Bait out all the light spells to your Barrel with your Princesses and Goblin Gangs, do a few Miner poisons, and your all set for an easy victory.
Lava Hound: This one is a pretty even matchup.
You have Ice Wiz+Tornado for their Lava Hound pushes, and the Princess can also help in taking out the Minions.
If they have Balloon, which 99.9% of the players will have, this is were the problems could start.
Try to not let them get enough of an Elixir to launch a whole out Lava Hound push, and between your Princess, Ice Wiz and Tornado, you’ll be okay.
3 Musketeers: This is also an easy matchup.
Just keep chipping with the Goblin barrels and miners throughout the match.
Never be afraid to Poison their pumps, because you can cycle back Poison for their muskies.
The real problem for the Muskie player is that they have no way in dealing with your Princess.
Stack as much Princesses can, just be ready for their Miner with the Goblin Gang.
Golem: Not too hard of a matchup.
You have Goblins to stop the Prince charges and Ice Wizard + Tornado to deal with the Night Witches behind the Golem.
Miner Poison their pumps early on, for you will giving the Golem player exactly what they want: an Elixir advantage.
In 2x Elixir, make sure to punish the Golem with Goblin Barrel+Ice Spirit combos for this will deal a substantial amount of damage.
Graveyard: This is an easy matchup because you have 2 major Graveyard counters: The Ice Wiz, and the best counter, the Poison.
The best way defend a Graveyard push is Goblin Gang or ice wiz for the support and Poison for the Graveyard.
hat being said, the only way you should ever lose is your connection goes out, but realistically, not a hard match whatsoever, just make sure you don’t over commit on offense so you have enough for a Poison and another 3 Elixir card.
Well, I hope you guys enjoyed this 1400+ word guide, because I spent way too much time on it.
Comment below if you have any new deck ideas for me, comments, insults, whatever.