Hey, it’s Ultimate and today, I will be showing you guys a mortar deck I created for the sake of having a cheap mortar deck that was NOT Woody’s.
2.5 Average Elixir Cost
Easy to make positive elixir trades
Puts constant pressure on opponent
No designated tank killer card
No high damage spell
Only one reliable air defense
I’ve been using this deck only in friendly battles since it’s a lot of fun, even beating MaybeDylan which is a plus.
One day, during an especially boring maths class, my mind had drifted off into the fantasy realm of Clash Royale. During my stay in La La Land, an idea formed within my mind. Once I got home, I was excited to try out my new deck. I built the new deck and to my surprise, it worked quite well but it could be improved. After a few small changes, the deck was ready to go.
Note: I have not tried this deck in ladder or tournament play because two cards in the deck are level 1. However, I have played this deck numerous times with much success.
Mortar – This is your win condition.
The main use of this card is launching boulders at your opponent’s stuff and cause general destruction because the only thing that fuels your happiness is evil.
In all seriousness though, you’re going to use the Mortar to constantly chip away at the opponent’s crown tower.
However, if this isn’t possible, I personally use it more as a defensive structure to attract building-targeting units and damage/kill support units, taking the advantage of its dead zone and splash and allow the Miner to do the tower damaging for it.
Miner – This is your secondary win condition.
It’s great for chipping down the opponent’s tower as well as tanking for your cheap swarm troops if they make a big elixir commitment or when you are on the counterpush, forcing a counter from them.
Also, I always use the Miner to take out Princesses, who dish out living hell for your Bats and Goblins, and Pumps for a positive elixir trade.
Try not to use your Miner on defense unless you’re really desperate and even if you are, there is probably a better response than the Miner as this deck is full of amazing defensive card options.
PLEASE switch up your Miner placements. I have played against way too many people who played the Miner in the same spot. Every. Single. Time.
This deck is a chip deck and it has no high-damage win conditions. This makes it so important to get any damage you can onto the tower.
Knight – This card is probably my favorite common card in the game.
Even thought it is mostly effective purely as a defensive card, the utility and value provided by the knight give it a place in any deck.
In general, the Knight excels at killing support units and tanking for other cards in the deck.
A leftover Knight from defense can easily be turned into a powerful Mortar counterattack with the Knight protects the Mortar as it chips the enemy’s tower down slowly but surely.
Bats – Bats are, in essence, flying Skeletons and that’s how you should use them.
They provide massive DPS and value for their elixir cost which is why they are so popular.
The two most important functions of this card are as kite units against air cards and acting as flying DPS.
Remember to play the Bats more carefully if they have a Zap.
Goblins – They provide huge amounts DPS and value for their elixir cost as well, just like the Bats.
The two most important uses of this card are kiting units against ground cards and unzappable, ground-based DPS.
Mega Minion – I choose the Mega Minion solely because of its high damage but most importantly, for its spell resistance.
There is no single spell or spell combo in the entire game of Clash Royale that can take out the Mega Minion for less than a negative 3 elixir trade.
I originally used Archers in the first iteration of this deck since Woody’s deck does use them. However, I felt that I needed an air-targeting card that wasn’t so susceptible to popular spells such as Poison and Fireball. The obvious choice was Mega Minion.
Since Bats can be Zapped, make sure to save the Mega Minion to counter cards such as Balloons and Lavahounds.
The way to make the Mega Minion the most effective is carefully placing cupcakes on the troop you want the Mega Minion to target.
Zap – In this meta, we often face the dilemma of the choice between Log and Zap due to the prevalence of Goblins and Bats. You can choose one or the other.
Honestly, I have just one piece of advice for you. If you hate Goblins/Princess more, use Log. If you hate Bats/Minions more, use Zap.
I personally use Zap since using Log makes you quite vulnerable to Minion Horde.
Ice Spirit – This card is the type of card I instinctively put in any deck I make. While it may be replaced later on, more often than not, I end up keeping it in the deck.
Why? Here’s why:
It freezes your opponent’s troops and buys you time, it makes easy positive elixir trades, it’s willing to die for you, it can prevent tons of damage, and it can help you cycle through your deck.
There’s probably plenty more reasons but I am afflicted with a disease called “laziness” and do not wish to continue.
For the first play of the game, I’d suggest not playing any of the win conditions.
If they play a pump, you need the Miner to destroy the pump and you need the Mortar to put pressure on then while they are down on elixir.
If you don’t have miner in hand. Instead, cycle an Ice Spirit, split Bats/Goblins behind the king tower, or play the Bats/Goblins at the bridge to deal chip damage, which usually elicits a response.
During this time, you can easily out cycle the opponent’s counters.
Use this to your advantage and put constant pressure on them with an onslaught of mortars and miners thus, preventing them from forming any large pushes.
Just make sure that you are putting out a steady stream of damage so that you are able to take put a tower by the end of the game.
Also, figure out what small spells they have.
I usually do this by playing a Miner and Bats/Goblins combo some time after the first play has been made.
This is important for your defense since two large components of your defense are Bats and Goblins which need a Zap and a Log to be countered, respectively.
In the case of arrows, just try and save both cards so that you can drop the other if one gets arrowed.
In Double Elixir Time, the main thing that changes with this deck is just that you will cycle even faster.
However, your opponents may begin to be able to keep up with your cycle now since there is a time between each card being drawn into your hand.
Not much is really different other than the fact that you will be dropping more cards at a faster rate.
Beatdown – Not unlike most Siege and Control decks, you need to pressure the other lane once they play a tank.
I prefer to use the miner to do this since I like saving the mortar for use as a defensive structure if it is a ground tank.
You should know which light-damage spell they are running once they play their tank so that you know if which one out of Bats/Goblins to choose.
However, if they begin the game with their tank, pressure them in the other lane.
If the tank is a a Giant, a Giant Skeleton, or a Pekka, you can use your mortar to do so since a Giant can be killed relatively quickly without a building with your Goblins/Bats and Giant Skeletons and P.E.K.K.A.s can be distracted easily with the multitude of cheap cards in the deck.
Lavahound is quite annoying. Without Rocket in this Mortar deck, it finds more trouble against LavaLoon.
The best way to deal with this is probably pressuring the other lane with Miner and Goblins and always saving both your Bats and Mega Minion for the Lavahound or Balloon.
If they some how manage to get that deadly combo off, You have a few options.
You can place the mortar so that it draws the Balloon away from the Lavahound because of its large sight range and then, kill the Balloon and Lavahound separately.
If you don’t have mortar in cycle, try to place your air troops slightly behind and to the side of the Lavahound so they lock onto the Balloon and your opponent won’t be able to place troops right on yours.
Next, utilize the Ice Spirit to freeze the Balloon and usually, you will see a bomb on the ground at the end of it.
(I realize this is a long guide. Bear with me. If you have been reading up until this point, drop a comment and end it with a ^)
Siege – Before anything else, use the Knight to tank.
Against a Mortar deck, place it in the middle but in the opposite lane to draw fire from the Mortar while never walking into the deadzone.
Against X-Bow, use the Knight to tank on the same side and use your other troops to help destroy it. This is one situation where using the miner on defense is not a terrible play because it helps take out the building from behind.
Control – Shouldn’t be a too hard of matchup.
The Bats, Goblins, Mega Minion, and Knight all deal with the most used control win conditions such as Miner, Hog Rider, and Balloon.
You also have Zap to combo with other troops for the Goblin Barrel.
Just make sure you are constantly dealing more damage than you opponent.
Against Three Musketeers, save your Mortar for defense since you don’t have a high-damage spell so it will splash their tank as well as the Musketeers.
Use the Miner to take out the pumps by switching up your placements and having a Zap ready for their responses.
Alrighty! That’s all I’ve got for you in this guide.
Please bear in mind that I made this deck for friendly battles so don’t go whining about me making you lose a Grand Challenge 0-3.
Anyways, if you think there are any changes I need to make to my guides or have any questions, drop a comment.
Have a great day and don’t make your coffee with bleach.
Who posted this crap?
Clash Royale Arena
Built by the community.Built for the community. Want to have your own author box? Contact us once you have more than 5 articles posted!