Hey guys this is MrJelly from EN Octans and I would like to share a deck that I have been playing for a long time now. I got a PB of 4617 with this deck and hoping to reach 4.9k by the end of this season.
This deck has been consistent for me from time I started using it so it has really done well in all the metas I have played it in.
This deck contains one legendary and one rare and the rest are commons. Therefore it is extremely easy to level up and compete with those over leveled players.
If you are looking for an f2p deck, I strongly advise you to check this deck out.
Ok without further to do let’s get into the guide!
The best Mortar Deck for the Ladder!
One of the two win conditions in the deck.
Just like the X-Bow, this card can attack towers from your side of the map.
When placing the Mortar, never overprotect it! You will die to their counterpush.
Each shell does the same damage to a Tower as a Fireball, so getting 2-3 shots from the Mortar is gold.
Your second win condition.
This card is usually used to finish off the last 500 to 1000 HP to on the opponent’s Tower.
If you can get value out of this card, don’t be afraid to use it.
Being 1 Elixir, this card brings an insane value to your deck.
It helps you cycle, and with that small Freeze, it just spells value all over.
For 3 Elixir, the amount of HP and DPS he has is crazy.
Have you heard of those annoying 6 Elixir cards that look like Barbarians? Well, Knight with the help of the Tower and Ice Spirit can easily shut them down. BOOM!
These twins are the pretty much the heart of your defense.
With the help of your other cards, they will whittle down anything coming toward the Tower.
After the nerf of the 1 Elixir Skeleton, these guys have taken the spotlight.
If you are going to use them, just makes sure they don’t get one hit by Zap. If they do, go with Skeletons.
Use them on swarms and try to hit the opponent’s Tower for chip damage.
Other than that it’s pretty self-explanatory.
Zap also has similar mechanics as Log; both do well
If you are facing a lot of Hogs, I would suggest you use Tornado. If not, I would stick to Arrows; they do a much better job with all the Minions and Goblin Gang. Just go with what you’re comfortable with but I personally like Arrows.
Before you go into a battle, you need to know how much damage each of your spells does. Especially Rocket.
Lvl 9 Rocket does 594 damage to crown towers. Lvl 2 Log does 116 and lvl 12 Arrows does 130. All of them combined do 830.
Know the placements of the Mortar
There are 3: One defensive and two offensive.
Your defensive Mortar is used to pull Giants and Golem into the “death zone” (where both towers hit the tank).
Your tradition offensive placement is one tile behind the bridge; this placement will allow you to protect the Mortar from ranged and melee troops.
Your second offensive placement is right nex to the river. I don’t recommend this placement as you cannot protect the Mortar from ranged troops. The only time you should be using this placement is when the opponent only has melee troops or when defending a small Hog push (Hog+Ice Spirit). I will expand on this later.
Know when to battle
A simple mistake can cost you a game while using this deck so if you are on a losing streak or feeling tired, stop playing.
Play 3 ladder games and take a break, no matter if you lose all of them or win all of them.
Starting a game
There isn’t really a bad starting hand in this deck, but the worst would be your 3 spells and Mortar.
If you happen to have this hand, wait for your opponent to make the first move or risk it and throw a Log at their Tower to cycle and get some chip damage.
A big mistake people make when first picking up this deck is to play Mortar as the starting play.
NEVER DO THIS.
If your opponent has a tank (RG, Giant, Golem), you are gonna be down by a lot.
I usually like to play Goblins right at the bridge as it forces your opponent to respond to it or they take 300 damage to their Tower.
Splitting Archers at the back is also a great move but I would much rather play my cycle troops as Archers are essential on defense and are your only air targeting troops.
This is when you try to feel out your opponent’s deck.
After you have an idea of what their deck is, decide how you are going to play yours.
If they are playing Golem then you should play defensive and counterpush! If they are playing Miner, play offensive and keep up the pressure.
This is when you try to cycle as many Mortars as you can and try to get hits off.
This depends on what your opponent is playing, but that is basically what you want to do.
This is when you decide if you still want to cycle Mortars, play for tie or Rocket cycle them till death.
Cycle Mortar – If you Mortar is getting a hit or two every time you place it, then keep cycling Mortar until the Tower is within your “3 spell range”. So that’s 830HP for me. This usually applies to light Giant decks or medium Hog decks (g. Hog trifecta).
Cycle Rockets – If you know you can easily defend their pushes then place defensive Mortars and Rocket their Tower to 0. This usually applies to Hog cycle and spell bait.
Play for tie – This applies if your Mortar just can’t get hits on the Tower and you can’t Rocket cycle Usually verses Golem, Royal Giant, and heavy Giant decks.
In 1x Elixir, if they play their tank at the back I don’t recommend playing Mortar opposite lane. As you might not get back to the Mortar in time to pull the tank, feel free to do this in 2x Elixir though.
The key to defending a big beatdown is by stacking your troops, especially Archers.
If they play their big tank at the back, play your Archer first (so you can get back to them fast) at the back corner on the lane the tank is coming.
Then play a defensive Mortar for the Golem. The Mortar and the two towers should take care of the Golem while you Archers, Knight, spells and cycle troop taking care of the supports.
After defending, use counter-pushing troops to support an offensive Mortar. This is usually the only way your Mortar will connect so this matchup is usually a draw.
Against Miner cycle, you need to keep up the pressure and cycle as many Mortars as you can. Use Goblins to defend Miner and Knight for support and use them as a counterpush.
If you are playing Hog cycle, SAVE YOUR MORTAR FOR HOG. If the opponent plays a Hog, use the second offensive Mortar placement (right at the bridge towards the middle).
What this does is it distracts the Hog while the Mortar shoots over it, thanks to its sweet dead zone! Use Gobs to finish off the Hog.
In 2x Elixir, you should be able to Rocket cycle these decks as their pushes aren’t that threatening.
You have Log and Arrows! Save Arrows for Minion Horde and Log for Barrel.
Goblin Gang can be killed with your Goblins if they are on your side of the map.
You should be able Rocket cycle their Tower if Mortar isn’t connecting.
You have the hard counter to X-Bow, the Rocket. Make sure you save it for the X-Bow!
Usually, you want to play Knight to tank the X-Bow and almost always they will protect it with something.
Rocket the X-Bow and whatever they used to protect it and play offensive Mortar while using the Knight to support it.
Treat RG like a beatdown deck.
Defend and use counterattacking troops to support a Mortar. Usually verse beatdown you, want to take draw.
If they place a LONE Royal Giant at the bridge, place a normal offensive Mortar but time it so the RG shoots the Mortar while the Mortar shoots over the RG and the tower shoots the RG. Use Knight to finish off the RG.
Use Archers for the Graveyard and tank the support with Knight.
Or distract support with Mortar and Knight+Log will do the trick.
Use the survived troops a support for the Mortar. If it is a GY cycle deck u should be able to Rocket cycle them.
This a cycle deck. You can get back to a card you need really fast, especially in 2x Elixir.
How much damage your spells do?
Know when to play for a draw (thrust me, it is better than losing)
Make sure you practice, don’t expect to be winning as soon as you pick up the deck
Alright thanks guys for reading my guide, I had great fun writing it and hope you enjoyed reading it. Peace!