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12-Win Hut Spam Deck – Old But Gold


Hey guys, my name is crykz, and today I’m going to be showcasing a wonderful off-meta Hut spam deck.

If anyone of you played back in the beta, and even in the early days of global release, you’ll know that hut spamming used to be a big thing in the lower arenas.

Heck, it was even used by top players on the ladder (thorburn, for example), and I’m talking top 200 not someone who just hit legendary arena.

hether you love it, or hate it, this Hut spam deck has hit 12 wins in a Grand challenge, so it is a very viable deck.

This deck was created by TMD Aaron, a top ladder player who actually won CCGS Asia, so it’s no joke. It’s relatively simple to learn, and it can be very lethal in many situations. It practically does the work for you, and that’s really the best part about this deck.

hut spam

Clash Royale Goblin HutClash Royale Barbarian HutClash Royale ZapClash Royale Poison
Clash Royale LightningClash Royale MinionsClash Royale Ice WizardClash Royale Knight

copy deck


  • This deck is easy to learn
  • This deck counters most of the popular meta
  • This is a solid 12 win GC deck
  • If you’re looking to make your opponent rage, you’ve found the right deck
  • It is F2P friendly
  • It constantly pressures your opponent, and builds up elixir advantages


  • You rely heavily on the spawned units to build a push
  • Spell cycling is often a must when using this deck
  • Can be countered by heavy splash if you aren’t careful
  • If you don’t get the spawners down early enough, you can be overwhelmed.

Cards Breakdown

Clash Royale Barbarian HutBarbarian Hut

Barbarian Hut is one of the two cards in this deck that can considered a sort of win condition.

If you have it in your starting hand, you’ll usually want to place it down, as it provides an ideal amount of pressure throughout the game, as well as providing units that can help on defense.

The Barbarians help you form a push as well, so this card is an essential in this deck. In my opinion, it’s one of the worst cards to deal with, because it demands constant answers, unless you wish to take heavy tower damage.

Clash Royale MinionsMinions

Minions are a very important defensive card in this deck, because they have very high DPS for a 3 Elixir card, and they are your main air defense.

They are not zappable either, so they are ideal for most defenses.

They can hard counter Graveyard as well, which is important because after the Graveyard rework, it is rising in the meta.

Minions can also be used as a high DPS support unit on offense.

Clash Royale PoisonPoison

One of the three spells in this deck, Poison is an aoe spell, and is used for spell cycling and taking out cards your opponent has planted at the back of their crown Tower.

It can be used in Elixir pumps to prevent your opponent from gaining an Elixir lead, and can be used on a Minion Horde, or another expensive swarm unit for a positive Elixir trade.

It can also be used on buildings, but I don’t recommend that unless you are in a Mirror matchup – more on that later.

Clash Royale ZapZap

Zap is the card in this deck used for taking out small swarm units for an even or positive Elixir trade.

It takes out Bats, the recently buffed Spear Goblins, and takes Minions and Goblins down to one hit from a Tower.

You can also use Log in the place of Zap, but they both have advantages and disadvantages (Zap hits air and ground but has a smaller radius and doesn’t fully take out Minions or Goblins, Log hits only ground but has a bigger radius and does more damage).

It’s really down to personal preference. If air cards like Bats and Minions are being used more in the meta, use Zap. If high DPS ground cards are being used more, use Log.

Clash Royale Goblin HutGoblin Hut

Goblin Hut is the second spawned card in this deck and is more of a chip card.

The Spear Goblins can accumulate if your opponent has a massive air or ground push coming down your lane, and they can do considerable work due to their recent buff.

Goblin Hut does demand a bit of an answer and the Spear Goblins spawned are very useful on defense. It also helps provide air attacking support units for your pushes with this deck.

I strongly recommend you read this guide for more details!

Clash Royale Ice WizardIce Wizard

One of my favorite cards in this game, the Ice Wizard is a very versatile card in this meta, especially with its recent buff.

It is a splash support unit, helping to slow down beatdown pushes so you can easily take them out, and it can take out Minions, Minion Horde, Bats, Skeletons, and Skeleton Army.

Ice Wizard can help you take out swarms with a positive Elixir trade, and buys you time to destroy the bigger pushes.

Clash Royale LightningLightning

Lightning is the third of the three spells in this deck, and can be used to counter Elixir pumps, support troops that are accumulating around the enemy’s crown Tower, and it can take out spawners in a Mirror matchup.

It is a very versatile card, especially because it stuns your opponent’s cards, and can be used when you are spell cycling the Tower , or simply making it easier to take down the push coming your way.

Even though its radius was nerfed, it is still a very strong card, and can be used to create Elixir advantages.

Clash Royale KnightKnight

Knight is hands down my favorite common card in this game.

It is the most versatile card in this deck, and can distract support units, take out support units, tank for your support units, and even deal decent damage to the Tower.

It does all of this with an even or positive Elixir trade. It’s one of the best utilities to have in any deck, and in this deck it is an essential. It can turn defense into offense, and this deck wouldn’t be complete without it!


Clash Royale MinionsClash Royale BatsClash Royale Dart Goblin

Clash Royale ZapClash Royale The LogClash Royale Arrows

Clash Royale PoisonClash Royale fireball



3:00 – 2:00

At the start of the game, you’ll want to play any spawner you have in your starting hand.

If you have both, play the Barbarian Hut first as it provides more pressure and defensive capability.

Continue through your card cycle, so that you are able to begin stacking spawners.

Counter anything they try to attack with, but don’t be afraid to take a hit or two from, say a bat or a minion.

The spawners should pull any defense targeting units they have and you can deploy Minions and the Knight to kill off the supporting units.

The first phase of the game is all about building up that Elixir advantage so make positive Elixir trade, defend well, and constantly use your spells to damage their towers and kill their troops.

Remember, don’t be shy with your spells, you have three.

If they are playing passively, pressure them a bit so you can chip away at their Tower. If they place a Pump down, Poison it or Lightning it so you can cut down their profit.

You can use this stage to also figure out what deck they’re playing and how you can counter it.


At this stage, you’ll what to be more aggressive with your plays, because you are nearing Double Elixir, and this deck can really shine during that time.

Constantly pressure the opponent, and manage your Elixir wisely in order to take out dual lane pushes and such.

It’s all about getting chip damage, because it adds up. Counter their cards and keep making those positive Elixir trades.

As a rule of thumb, you always want to Poison and Lightning the Elixir pumps. At this point, you’re setting up for the Double Elixir boost.

1:00 – Overtime

During this time, you want to stack up your spawners as fast as you can without wasting Elixir, and you want to be incredibly aggressive with your plays, constantly putting a Knight in front of those Barbarians, Spear gobs, and Ice Wizard you just defended with.

Always build a counter push when you have the Elixir and troops for it, and spell cycle the enemy’s Tower and troops for positive Elixir trades.

The spawned troops will start stacking, and your opponent will find it increasingly hard to be aggressive as your troops destroy his push and move on to his Tower.

You want to be cycling fairly quickly during this phase.


Clash Royale GolemGolem Beatdown

This deck does really well against Golem beatdown, because your spawners pull the Golem every which way, and the spawned units kill the Golem faster than you can spam the “Thanks” emote!

If they have enough support units though, this won’t work, so you’ll want to distract and kill the ground support units with a Knight, and kill the air units with Minions and/or Ice Wizard.

If they start the game off with a Golem in the back, you’ll want to do a quick Knight-Ice Wizard or Knight-Minions push because if left ignored it can take the Tower.

Your opponent will be forced to respond, and you can counter the Golem with a spawner and a troop. If they choose to ignore it, their push won’t be as big anyways, and it is still possible to counter with a spawner and a few troops.

You will want to constantly pressure the opponent, just so they can’t accumulate a big Elixir lead.

Clash Royale GiantGiant Beatdown

This is easier than the Golem beatdown because the Giant has less health, and the push is easier to take out.

If they start off with a Giant push in the beginning, place a spawner and plant support troops to take out their push and counter push.

Constantly Poison and Lightning their pumps and support troops, as this takes away the core essentials of the archetype.

Pressure them a lot, and always use your spells.

This is a relatively easy matchup to win, so don’t screw it up.

Clash Royale Goblin GangSpell Bait

Spell bait is a medium matchup, but you usually want to defend the swarmy cards, and save your Zap for the Goblin Gang.

The Goblin Barrel can be taken out with Minions, and the Princess will be taken out by your spawner units.

As long as you constantly keep the pressure up, and outcycle them, you should be okay.

If you are against a good spell bait player, you may have to spell cycle to win, because the Inferno is a fairly good answer to your pushes.

Clash Royale X-BowSiege

Siege is another easy matchup, whether it be a Princess, Mortar, or X-bow, because your spawned units will distract the siege cards, and you can easily take out the card with a Knight or Minions.

Constantly pressure, and you don’t have to answer the siege card immediately – obviously don’t let it sit for 10 seconds just killing everything, but you can start building a counterpush while you counter the siege card.

Clash Royale Hog RiderControl

This is another easy matchup, because your spawned units can usually deal with the common control win conditions such as the Hog Rider, Miner, and Balloon (well, with Balloon you’ll counter it with Minions).

Building targeting cards will be pulled by your spawners, and your spawned units and Tower will take them out.

You can take out cycle and support cards with your Knight and Ice Wizard as well. You can use spells on their cards too.

Clash Royale P.E.K.K.AP.E.K.K.A

Against the P.E.K.K.A, your spawned units will distract the P.E.K.K.A and her support units, allowing you to kill them with a Knight and Minions or Ice Wizard.

You will usually want to deal the P.E.K.K.A at the bride, and you want to keep up the pressure with constant counterpushes.

Again, you will use your spells on the supporting troops they place near their Tower.

Clash Royale Mega KnightMega Knight

This is another easy matchup, as the Mega Knight will jump from spawned troop to spawned troop, allowing you to kill him easily with Knight and/or Minions.

Once he’s down, which will be fairly fast, his support units will drop like stones.

Of course, like all other beat down matchups, pressure, pressure, pressure!

Clash Royale Three MusketeersThree Musketeers

This is probably the easiest matchup you can get. To counter the Three Musketeers, Poison-Zap them, or Lightning them. It’s that simple. If they split them your spawner side will take care of one side, and your troops will easily take care of the other. Remember to constantly Poison or Lightning their pumps as well, and always keep either a Poison or Lightning in hand for the Three Musketeers. This should be an easy win.

Clash Royale GraveyardGraveyard

Even with the Graveyard rework, your Minions hard counter the Graveyard, so make sure you always have them in hand for the opponent’s Graveyard.

If they attack on the spawned side, your spawned troops will take care of any support troops they out down, and if they don’t, the spawned troops will threaten their Tower, and you can distract and kill the support units with a Knight and an Ice Wizard.

You won’t usually have to spell cycle, but if the situation calls for it, do it. This is another simple matchup, and you should win.

Clash Royale SparkySparky

Sparky shouldn’t be a problem, because she will waste her shots on your spawned units, while you kill her with Knight or Minions.

The Knight can distract the supporting troops, and the Minions can kill the Sparky, then the support units.

You’ll want to pressure constantly, so they don’t get enough Elixir to place a Sparky, because although it is simple to counter it, a mistake could cost you a spawner, or a Tower if you aren’t careful. This is because the Sparky buff made Sparky recharge and shoot insanely fast.

Clash Royale Lava HoundLava Hound

With Lava Hound decks, you’ll want to place Minions to kill the Lava Hound, and Knight to distract support units. The Minions will soon move on to the support units.

You’ll want to constantly pressure, because Lava Hound pushes usually have Air support, and this deck has a bit of a weakness to that.

Never let them get enough Elixir to push, and constantly use your Poison and Lightning on their pumps and troops.

Zap will also come in handy against swarmy units.

Against Lavaloon, you’ll want to focus on killing the Balloon first. Both units will be pulled to the spawners, so use that time to place Minions on the Balloon and a Knight to distract support units.

They may take out a spawner, but you should take little to no damage on your crown Tower.

However, if they constantly push with Lavaloon, you’ll want to pressure more and more, because if they catch you without Minions, it’ll be bye bye Tower for you.


Anyways, I hope you enjoyed reading about this throwback spawner deck, created by TMD Aaron.

It really brings back memories of the times doesn’t it?

And it’s a viable 12 win deck, which is really amazing too. Hope you liked this guide, crykz out.


  1. WOW!!! Amazing guide and so in-depth! Seriously, this is one of the best I’ve seen on CRA! I see you as a top guide writer in no time!! This is a refreshing change to all the meta decks! Well done!

      • Hey guys! It’s NebulaNoodle here, with my 4th guide here on CRA. This deck is an interesting zap bait deck with Sparky. Hope you enjoy! I’ll try to stay active and keep writing guides if I can, as I really enjoy doing this and I hope you enjoy reading as much as I did writing this!

        Fast cycle
        F2P friendly: Contains only one legendary and one epic
        Puts continuous pressure on your opponent.

        Weak to decks with 3 spells
        Struggles against exenado
        One mistake will cost you
        Weak-ish to decks with Lightning

        Sparky: Threat card and defensive beast!

        Seriously, Sparky has gotten a massive boost in power. Even with the slight damage nerf that doesn’t impact Sparky too much as she still unleashes MASSIVE damage! And now with the buff in reload time she can kill tanks more efficiently. Use her with Goblin Barrel on counterattack to force opponent to zap!

        Goblin Barrel: Main win condition!

        Zap has increased in usage and is used by many top players ever since the Bats buff. Even better, because tourney standard zap doesn’t kill tourney standard goblins! Only use Goblin Barrel in this deck if yours is overleveled and doesn’t die to the usual level of zap faced in your arena. If you have an underleveled Goblin Barrel, use Hog or Miner. Both cheap and efficient win conditions. Use in quick pushes with Ice Golem or in bigger pushes with Sparky.

        Ice Golem: Kite kite kite!

        Paired with the Inferno Dragon this card is so strong. She kites big tanks like Mega Knight or PEKKA while the inferno dragon melts it down, and when the Ice Golem dies it slows the tank so it takes longer for the MK/PEKKA to reach the Inferno Dragon. Even if there is an e wiz behind one of these cards you can distract with Ice Golem or something like Bats.

        Bats: More zap bait!

        These critters offer zap bait and also huge defensive value. They have huge DPS for only 2 elixir, and synergize well with most cards in this deck. For example, you can push with barrel/bats (zap bait!)

        Goblin Gang: Hardy defense and bait card!
        A staple of zap/log bait decks. The stab goblins live after the zap so they can continue to hack at the attacking troop(s). Also deals around 1000 damage to undefended crown tower! They are a good opening move (split them at the back) so you can defend both sides if your opponent decides to rush one side with Hog/Barrel/Miner. The spear gobs also got a slight buff so it might be helpful in certain situations.

        Ice Spirit: Cycle and extreme value!

        I like using ice spirit against big pushes so my Inferno Dragon can do its job better to melt everything away. Kills archers, goblins, goblin gang….basically does really nicely against swarms.

        Inferno Dragon: Tank killer.

        I prefered Inferno Dragon vs Inferno Dragon as it costs 1 elixir cheaper and even though you can’t pull tanks as with the Inferno Tower, you can kite with Ice Golem and kill with Inferno Dragon unlike with Inferno Tower where if you wanted to kite with Ice Golem and tried to kill with Inferno Tower the MK/PEKKA would simply walk towards the inferno tower and you just wasted 2 elixir.

        Rocket: Secondary win condition.

        Use on large pushes to make your opponents cry! 6 elixir is a lot so you need to know when to start cycling rockets. I would say when the tower gets to 1000 HP or if you are struggling with tower damage just cycle rockets. That’s the beauty of this deck. The rocket is just so valuable in defense in clutch moments.


        Sparky: Bowler
        Goblin Barrel: Miner, Hog
        Ice Golem: Knight
        Bats: Goblins/Spear Goblins
        Goblin Gang: Skeleton Army
        Ice Spirit: Skeletons
        Inferno Dragon: Inferno Tower
        Rocket: None


        Best opening moves:
        Goblin Gang in the back, Goblin Barrel on tower, Ice Spirit in the back

        You want to play this deck not too aggressively. Bait out their spells with Goblin Barrel, for example and just keep chipping away at their tower. Most zap/log bait decks are actually considered siege because you’re getting at their tower from far away, with spells. Yes, guys, GOBLIN BARREL IS A SPELL! Don’t try to play aggressive and don’t rocket the tower unless you can get good value out of it, for example if you hit an elixir pump. You need the damage from the Goblin Barrel though so play smart and bait spells so you can maximise damage in a shorter amount of time. This deck does decently well against beatdown so if you can, punish with Goblin Barrel. This is not a beatdown deck obviously so you really should only be using Sparky as a reactive card. Some games you won’t even need to play Sparky.

        Around mid-game hopefully you will have wanted to get the tower down to around half health so you can get ready to rocket cycle. Because it’s double elixir, you gain elixir quickly so it’s fine to just go all out to rocket cycle. This deck is meant to be for 1-0 wins so if you’re looking to farm crowns this isn’t really the deck for you.

        Around OT, if the game goes to OT, spam Goblin Barrels and Rocket when you can, and go for the trick barrel! If you don’t know what that is check this video out:


        Spamming Barrels and Rockets might sound stupid and noobish but remember you’re getting elixir so quickly that you can easily cycle back really quickly, unlike 1x elixir time where if you rocket at 6 elixir you can get easily punished. Don’t overcommit in 2x elixir time though just because I said to keep playing Rocket/Barrel because remember your opponent is getting elixir at the same speed as you! GG!


        Hog Cycle: Easy matchup.

        Sparky does very well against big Hog pushes with Ice Golem and Musketeer and whatnot, especially with the fast reload times, and Goblin Gang is also an efficient counter. Shouldn’t be too hard, just watch out for E-wiz variants. Since the e wiz got nerfed he might see a decrease in usage which makes your Sparky and Inferno Dragon even better and more efficient!

        Golem: Medium matchup.

        Rocket the pumps so they don’t gain an elixir advantage and use Sparky/Inferno Dragon to wreck their massive pushes! You could use Sparky to distract and Inferno Tower to kill or vice versa. Either way Sparky is an MVP and can kill Golem in just 4-5 hits, which is very impressive! It’s hard for the Golem user to keep up the cycle so keep hitting at it. Lightning might be trouble here though, space out your Sparky/Inferno Dragon on defense.

        PEKKA: Hard matchup.

        There are different kinds of PEKKA decks but a lot of them contain Bandit, E-Wiz, Hog/Miner, almost inevitably Lightning, and/or Poison. It will be pretty difficult for your Inferno Dragon to work well, and your sparky might get distracted by dashing bandits or whatnot! Your goblin gang will help a lot in the PEKKA lightning variants, distracting support troops too. Rocket cycling will help a lot because they have efficient counters to Goblin Barrel like E-Wiz, and also get value off Rockets against clumped-up offensive troops.

        X-Bow/Mortar: Easy matchup.

        Just distract the siege weapon with Ice Golem and kill with Goblin Gang/Bats. It’s so easy. Sparky is also a hard counter to their decks as Sparky kills the siege weapon and the troops used by the opponent to protect their X-Bow/Mortar. And even if they have Log/Arrows/Zap you can bait them out with Goblin Gang/Bats. You can also rocket the X-Bow in single elixir. Don’t rocket the Mortar though as you don’t want to get an elixir disadvantge!

        Miner Cycle Variants: Easy-medium matchup.

        Goblin Gang and Bats again work nicely. Sparky might not be needed in this matchup, unless they have a big 2x elixir push. Just watch out for Poison, which is common, so try to bait out their poison first so one of those swarms can counter the miner with minimal damage.

        3M: Medium matchup.

        Rocket the pump, and even if they punish with 3M you can counter the 2 muskets with Sparky nicely and go on the counterpush with Goblin Barrel. They might have Battle Ram, so Goblin Gang works well for that. You will keep up with the cycle so just keep sending out Barrels.

        Giant: Medium matchup.

        They might have a Giant Miner deck with Poison, or one with Minions/Minion Horde. You should always watch out for Poison/Lightning so remember to place your Inferno Dragon/Sparky so they can’t get targeted by these two spells. Lightning got a radius nerf so that will be to your advantage.

        That’s it guys! Whew! Hope you went through this 1,500 word guide. Very long! Adios from NebulaNoodle, and stay tuned for my next guide, which I hope to publish in the near future!


        Here ya go

  2. Unrelated but i got 3 legendaries in 2 days! First: Miner from touchdown daily practice golden chest
    second: NW from 8/10 clanchest
    Third: Lavahound from magical chest out a battle, hype!

  3. It’s nice to see a guide on a spawner deck for grand challenges! I’ve been using spawner decks since arena 5 and there are very few guides for them around.

  4. This deck doesn’t work in ladder due to the fact that this is a slow control deck like Miner Poison and relies on slow chipping on the tower from spells. The win conditions are basically your spells and stacked troops behind a knight so it might be hard to get damage quickly. It’s a very defensive deck and quite heavy in elixir as well. This is a perfect challenge deck though!

  5. After about 4 months quitting this game, I’ve come back! Did anyone miss me?
    I’ve been using a nice giant sparky deck lately because sparky is finally good. I might write a guide for that soon.

  6. I feel like rocket should be used instead of lightning first because of the nerf and because of executioners. It also does more tower damage

    • Good point, I should’ve put that in as a possible substitution – will consider that next time I make a guide on any deck with lightning in it.

  7. Wow nice deck,but i don’t do muchspam and I dont even like heavy decks.If I were to use a beatdown it would be cycle too

  8. This deck might be anti meta but it doesnt mean it can counter every matchup, i defeated a deck similar to this one with pekka miner poison

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