Mega Dragons – Meta But Off-Meta
Do you hate Hog decks? Do you hate Beatdown decks? Do you hate Splashyard decks? Do you hate Royal Pains and Elite Barfs? Look no furthur! You Won!
Here with a new deck that’ll destroy the meta and any confidence your opponent had!
Currently hovering around 4k trophies, I have made an all new deck that is great at just about everything! However, if you don’t have many cards in this deck that are very high level, I would advise staying away from this deck or only using it in tournament.
This deck is not highly dependent on levels outside of Goblin Gang requiring a high enough level to survive Zap, and Rocket dealing enough damage to take care of Executioners.
Don’t have all the stuff required? Understandable, so I’ve compiled a list of substitutes that you can utilize!
As with any semi-heavy deck, you should be using this time to find out what your opponent plays.
If you reach 10 Elixir, my suggestion is to wait for the opponent to make the first move.
If you want, you can place a Tombstone 4 tiles away from your King Tower, as a preliminary defense and a way to cycle and gain oppressive value.
If they rush Hog Rider and Ice Golem, You will have at least 2 of the following: Tombstone, Mega Knight, Inferno Dragon, Rocket, Goblin Gang, Bats. Many of these combinations will shut down that push. This is only 1 example of course.
What if they put RG at bridge? That’s a pretty easy shutdown. Wait for RG to walk across bridge, before placing a Tombstone.
It takes experience to find all the variety of ways to counter different setups with different hands, but when put in an experienced player’s hands, it does wonders on defense while observing.
If you’ve managed to amass a massive counterpush, don’t be afraid to go through with it! If you’re being forced into a corner by spell bait, that’s fine.
You have double elixir coming up soon, and by then, the amount of splash will be unmanageable.
Otherwise, play defensively while allowing remnants of countering cards to go and chip down towers, as well as rocketing any good elixir trades such as an Executioner.
This is when the deck is allowed to extend a bit more outside of defense and chip.
Here, counterpushing is still key, but utilizing splash and Inferno Dragon, you can quickly create a very problematic situation for the enemy.
Try this: Mega Knight, with Inferno Dragon on top of it. Then, Baby Dragon is a little ways behind. Combined with a Zap, This becomes very hard to prevent a crown.
In general, this deck excels at defending massive pushes while getting a single crown for a win.
If you draw a lot of games, that’s fine. Better to draw than to lose!
First of all, here’s how the deck does against many popular decks:
Golem Beatdown: This is pretty difficult if the opponent is good at using Golem.
Remember that Tombstone, Inferno Dragon, Rocket, and Mega Knight are great at destroying these pushes
Goblin Gang and Bats will likely be Zapped or destroyed by the Golem explosion, but they work in a pinch.
Did they put Executioner + Witch + Wizard + Golem in one giant oppressive push? Spam laugh and rocket or Mega Knight that and win.
Otherwise, just play safe.
P.E.K.K.A: If it’s a PEKKA + Mega Knight deck, Inferno Dragon is a great friend to have.
Tombstone keeps a Mega Knight at bay for a very long time, and you have Bats and Goblin Gang.
Don’t Mega Knight the PEKKA and you’ll do great against this kind of deck.
If all else fails, just remember that there’s a Rocket in this deck, and your cheapest cycle including Rocket is Rocket->Bats/Zap->Goblin Gang/Tombstone->Zap/Bats->Rocket. All 4 are great at defense, especially against a PEKKA.
Graveyard: This matchup is laughable. You have 4 hard counters in this deck.
I don’t think Graveyard is much of an issue.
Poison Graveyard is countered by Baby Dragon and Mega Knight, while Freeze Graveyard is countered by Bats and Goblin Gang. Zap also does wonders against Graveyard, especially with the shortened duration.
If all else fails, Tombstone actually works very well as a temporary diversion against Graveyard.
The only issue is if this deck has a fast cycle and can Rocket your tower. This is when you need to play offensive. More will be explained.
Hog Rider: Anyone who plays Hog Rider is in for a fair matchup. Tombstone, Mega Knight, Bats, and Goblin Gang are great counters to Hog Rider.
Don’t be afraid to overcommit to a defense against Hog Rider, such as Tombstone + Goblin Gang, because then you’ve got a Goblin Gang rushing down lane and potentially a half health Tombstone pumping out Skeletons for 2 elixir.
If they are using a cancer deck such as RG, EB, and Hog all in 1, then laugh, because you can push faster than they can destroy your towers in a worst-case scenario.
Royal Giant/Elite Barbarians: This deck was made to counter these decks.
Inferno Dragon shuts down Royal Giant. Electro Wizard stands no chance against Mega Knight.
Elite Barbs are countered by almost everything in this deck.
Spell Bait: This is one of the harder matchups, but can be trivialized by utilizing clever placement of splash units, and destroying their crown tower.
Do they have Inferno Tower or Inferno Dragon? Don’t be afraid to Rocket or Zap it!
Mega Knight can destroy a lone Inferno Tower with Zap and still jump, so it’s very fun to play against a spell-bait deck that is ill-suited against massive amounts of splash.
Siege Decks: If necessary, place an Inferno Dragon, and maybe a Mega Knight if they have an Electro Wizard.
This type of matchup is typically pretty easy.
By utilizing your tower as a resource, your opponents will struggle to prevent massive damage against their tower or massive setbacks in elixir.
Spawner Decks: Thank your lucky stars there’s a Tombstone, Baby Dragon, Rocket, and Mega Knight!
Mega Knight: Please don’t replace. This deck is called Mega Double Dragon for a reason. If you really want, you can replace it with PEKKA, but please don’t.
If you replace it with Golem then it’s a whole new archetype.
Baby Dragon: This deck is called Mega Double Dragon for a reason. If you really want, Witch, Wizard, Executioner, etc. work.
Any splash unit that can target air and kill swarms is great for this deck.
The only problem is, Baby Dragon is the only one out of all of these that can fly, is Lightning-Resistant, and also costs less than any of the other substitutes.
Inferno Dragon: This deck is called Mega Double Dragon for a reason. Inferno Dragon is a huge threat that has to be dealt with. If your opponent fails to kill it, and it locks onto the tower, GG.
Replacements could include Electro Wizard and Musketeer if you wanted a better offense, but this deck focuses on the defense, and nothing kills tanks easier than Inferno Dragon, and no other viable alternative survives Lightning. (Or PEKKA but that’s something else entirely)
Bats: What’s 2 elixir and paired with a tank can devastate a tower? Well, Ice Golem’s DPS is pretty scary.
But what are Bats actually used for? The answer is, a variety of things. Not only do they distract an Inferno anything, but they can deal a hefty amount of DPS. Also, they’re 2 elixir.
Tombstone: This is my favorite building card in the game. It is so useful for so many things.
Did your opponent send a Hog Rider down the bridge? You can place your Tombstone 3 tiles away from your King Tower on the opposite side of the tower, and the Hog will be dragged to it!
More importantly, the Tombstone is an amazing diverter against Beatdown, Control, and Elite Garbage alike. More details below as to why Tombstone master race.
If you replace Tombstone I’ll hate you, but possible alternatives are Cannon and Furnace. If you really want you can put Inferno Tower.
Zap – Tied with Log as the most versatile spell, this deck only utilizes Zap over Log because of its ability to target air and reset.
Zap’s damage is actually critical for this deck because when you send a big push… well I’ll get into that later.
The only possible alternative that I find reasonable is Arrows. Poison is too slow, and that will be explained.
Rocket – Rocket is one of my favorite spells. It’s not only a safeguard against massive pushes but also is a great value extractor.
Elixir Pump is also a great value extractor. Literally. However, I find Rocket more effective as not only a secondary win condition but also as a wonderful way to prevent big pushes from happening against Beatdown decks.
Lightning is a great substitute, but I don’t recommend Poison or Fireball.
Goblin Gang – 3 Elixir for a high arena Skeleton Army? Sure.
There is no difference between using Goblins and Goblin Gang other than the fact that Goblin Gang gives you 2 Spear Goblins for 1 Elixir, at a cost of having to commit more.
I think that this is my ideal Zap bait unit, but if you want, you can use Skeleton Army, Goblins, or Skeletons (not highly recommended).
Ok great! You know how to make the deck. Now how do you play the deck?
If you have any questions on how to play this deck, put them in the comments and I’ll address them when I find the time to!
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