Howdy, Clashers! This is Frisk Dreemurr, coming back to guide writing with a brand new, Frisk-style Lava Flying Machine deck!
- Counters the meta nicely
- Utilizes cheap units that offer insane value
- Hard to stop once a big push is established
- Has 4 Legendaries
- Very vulnerable to Fireball
- 0 spell
The creation of this deck doesn’t really date too far back in time… In fact, it’s about 2 days old!
I had gotten bored one day from playing too much ladder (I had lost about 100 trophies and won 300 in total), and decided to go into Challenges for a while! Seeing that I had the Flying Machine (I won it from the challenge), I upgraded it as much as I could, built a deck with it, and headed straight into battle! The results were indeed good ones. 10 wins Grand Challenge and two 12 win Classic Challenges!
Whoops, enough yapping and chatting, let’s get to the point of this whole article!
Though I seriously dislike this card, I’ll make an exception this time around.
When paired with Balloon, it becomes so annoying to deal with, because now Lava Hound isn’t a card to be ignored!
To ignore a Lava Hound and her pups is just like ignoring a Mini P.E.K.K.A, so don’t do that…
Anyway, she’ll be your main flying tank. Super beefy when level 3 and above. She splits in to 6 (or is it 8?) Lava Pups that can deal hundreds of damage by themselves. Will tank for other units, especially Flying Machine.
Recently featured in its own Draft Challenge, the Flying Machine is a 4 elixir Rare card that can be found in Jungle Arena and above.
Deals a decent amount of damage per shot, but is EXTREMELY fragile.
So fragile, that it dies to Fireball and is taken down by other air targeting troops very easily. Should be protected if you want to build a push with it.
The good news: It has the longest range of all Glass Cannons, proving to be helpful when playing Beatdown decks with it (you all know why).
With a boastful laugh, the Bandit dashes to her opponents, dealing a good amount of damage.
She can’t be hit while dashing, making her perfect for bypassing troops that can knock her out in just a few hits.
Just remember, though: She is easily stopped (even when about to dash) with the right timing, so don’t go sending her alone.
This trio of mean, green, stabbing machines are weak, but can deal 600 damage or more if left without an answer.
They can wipe out many troops in just a few quick shanks, making them a cheap alternative to popular choices.
The best part is, Goblins don’t die to Zap (but they do to The Log) unless it is one level higher.
With the power of 3 Minions, the Mega Minion is to be feared in the skies and on land.
Powerful enough to take out most non-tanks on its own.
Isn’t much of a threat when by itself, but behind a tank, it becomes an issue that must be dealt with.
Like all Glass Cannons, it is fragile.
Hungers for destruction, thirsts for annihilation, and longs for a well loaded plate of pancakes.
The Mini P.E.K.K.A will be one of your two tank killers. Unlike his (yes, it is male) mother, he is weaker but moves a lot faster.
Watch out, though. He is easily distracted by just about anything in his range of sight. He will follow it once he sees it.
Though this icy chill-caster is too cold, he has a handlebar mustache that’s too hot for T.V.
Slows down anything that he targets with his ice bolts, mitigating hundreds, maybe thousands of damage while defending troops go to work.
Just be careful when using him, because he’s your only form of splash damage.
Can assume an offensive role once successfully defending, especially if you manage to deploy 2 or more when pushing.
Ah, good ol’ Inferno Dragon. The flying Inferno Tower of doom.
He will serve as a tank shredder (along with Mini P.E.K.K.A, if you can get him down on the field as well), though he must be assisted in some way, because a simple ZAP or Lightning can reset its targeting and leave it vulnerable for destruction.
Don’t even try sending this dude on offense… unless you’re new to the game (which I’m sure 85% of you reading this are not).
Play this deck like you would play a normal control deck. Defend, then counterpush.
Try to get a good idea of what kind of deck your opponent has based upon the first few cards he drops to counter your troops.
For example: If he drops, say… a Mega Minion to counter your Mini P.E.K.K.A, chances are he uses the Beatdown archetype.
In theory, you’ll be able to defend any push that comes your way nicely. It will only be a matter of time before you can start to mow down his tower!!!
Now’s the perfect time to deploy big momma (Lava Hound)!
Place her in the bottom right/left corner of your side, and prepare the troops for ultimate destruction!
Here’s an important thing to keep in mind when building your push: spread your troops out a bit so as to reduce the effectiveness of Fireball and other splash dealers.
What I like about this deck is its ability to play like Bridge Spam, with the majority of the cards not costing more than 5 elixir!
You’ll be able to construct MONSTROUS pushes that will be able to overpower ANY defense, including swarms, which this deck is slightly vulnerable to.
Ciao, Inferno Tower! ¡Hasta la vista, Electro Wizard! Bon Voyage, Minion Horde! Good riddance, Wizard!!
Just remember though, it’s important not to get TOO cocky.
The enemy can easily go all out on the other lane and catch you off guard. Make sure to keep an eye on both sides!!!
Shouldn’t be much of a bid deal, if the opponent doesn’t carry Lightning. Inferno Dragon for the Hound (or Balloon, whatever you deem as priority), and the rest for whatever follows behind.
Ice Wizard will be an important factor for survival. Be sure to save him for whatever push comes your way!
Inferno Dragon for the Golem, Mini P.E.K.K.A for the ground supports, Mega Minion/Flying Machine for any air supports, and Ice Wizard to slow it all down.
Like with Lava Hound, watch out for Lightning!
Bait: You’re going to struggle quite a bit with this one.
Classic Bait will be a big problem, given most of the troops in this deck are point damage. Just defend the best you can.
Once you’re able to build up your gigantic push, though…even their crummy Inferno Tower won’t help!
Won’t be a big problem for you. Just make sure their Miner doesn’t get too many strikes off.
If swarms show up, you’ll have to try and defend the best you can.
By far, the easiest matchup for you.
This deck might not have any buildings, but you have two powerful Hog Killers that can get the job done.
Always remember to have Ice Wizard ready, and don’t fall behind on their cycle!
piece of cake. Just be prepared for that unexpected Rage spell.
Well, this is it! That was the end of my 4th deck guide! I’m sure that you’ll have fun using this homemade deck made by me, the GREAT FRISK!