Mega Knight Miner – Outstanding Deck for 2v2
Hi; I’m PeakCell and I’m going to show you the powerful Mega Knight that I use to win 2v2 matches.
You know, 2v2 is a good mode for casual players AND players who just want to throw all the stress they got from ranked games away.
Since this is a fun mode, people would probably like to play their favorite cards in here. You may want to play the mega knight in this mode, right ?
If you do, this deck guide is for you.
2v2 Mega Knight Miner Deck
Deck List & Basic Roles
Here I’ll list the cards and explain (In depth explanations later) their basic roles. That’s just the discovery part, an overview of the deck 🙂
Mega Knight:
A Mega Knight deck must contain this card, obviously. In this deck, the Mega Knight is a defense/counter attack card. He also acts as a win condition.
Miner:
This little guy is a shield. He also acts as a win condition. You’re probably already thinking this deck is gonna be weird, aren’t you ?
Bandit:
Yes it’s already a 3-legendaries deck. The Bandit acts as a push enhancer, and a good defensive card.
Electro Wizard:
And now a 4-legendaries deck ! Obviously the Electro Wizard is here as a defense and an anti-Inferno (Dragon/Tower).
Zap:
What is weird now is that it is the only spell in the deck. The Zap spell has a ton of utility, I will talk about it later 😉
Dart Goblin:
Basically, a defense+attack card.
Fire Spirits:
Same thing here, they will be useful everywhere.
Ice Spirit:
More of a defensive card, but it also is great for cycling.
Why is this deck great for 2v2?
This deck is great for 2v2 because your ally will most likely play a complete deck.
In 2v2 the best decks to synergize with complete decks (Defensive/attacking cards + spells) are highly offensive decks, because your ally already has defensive cards and spells. And this deck, while having a great defensive potential, will show an incredible violence while counter attacking.
Now, you know that the Mega Knight is, by this aspect, similar to Sparky: It requires a nice use of your cards to counter it. But the 2v2 is kind of a mess and the opponents might completely fail things because of the simple fact that they are two, which makes the Mega Knight really powerful in this mode.
While spells are powerful in the 2v2 mode, this deck only has the Zap spell; but, thanks to the Miner, direct damages are pretty great at the end if you manage to be unpredictable with your Miner.
Gameplay
In this part I’ll go further into the details with each card’s role.
Mega Knight: You can use him as a beatdown win condition and place him behind your towers/at the bridge, but the Mega Knight is more powerful if used as a defensive and counter-attacking card.
Use the value of his spawn damages and then make profit out of the health points he still has.
Only place him in the back if your Elixir bar is gonna be full and you don’t have something better to play (like a Bandit in the back or a Miner push).
Then when the Mega Knight goes for a counter attack, you’ll need to support him.
Miner: The Miner is your main win condition if your opponents do too well against the Mega Knight, but he’s also the main support unit if they don’t.
He does direct damages, and people usually will try to shut down the Mega Knight while not caring too much about the Miner.
With this deck you’ll never want to use the Miner as a defensive unit, because you have other 3-Elixir defensive units.
Keep the Miner for the counterpushs and the Elixir Collector.
Bandit: As I wrote, the Bandit is a push enhancer here.
The Mega Knight is easily countered by tanky units, and the Bandit is easily countered by swarms. The Mega Knight destroys swarms, and the Bandit does a lot of damages against tanky units. That’s a great synergy right there!
Usually if the two jump on the same target, it won’t survive for long. Problem is when your opponents react quickly enough to avoid the jumps from triggering.
Also the Bandit is a great tool to take the 2nd Tower : Placer her in the middle, usually people don’t have the time to react. Sometimes however, they do or predict it. But you see the thing : The Bandit is here to correct the Mega Knight’s flaws.
Electro Wizard: The Electro Wizard corrects one too: Inferno Towers and Dragons.
He’s also a hugely effective defensive unit who can counter attack pretty well.
His single target damages are also pretty good and can be a nice contribution to a Mega Knight push.
The Electro Wizard is ALSO very good paired with the Miner: If he reaches the Tower, it will focus on the Miner and the Electro will still be alive.
However, the Electro Wizard is usually more of a defensive card in this deck; but when your opponents can’t counter him easily he can make a push very hard to stop !
Zap: The Zap spell will be your greatest tool.
The last Mega Knight flaw left is the fact that his jump will often make the ennemy Tower focus him before your Miner even reaches the Tower. But that’s corrected by a Zap spell!
You can also let your Miner be free tho, for example if the ennemy team does too well against your Mega Knight, the Zap spell will also reset infernos and it can be enough for an Inferno Tower to be completely shut down.
This spell also does a lot of temporizing/damaging work, but it is too versatile for me to list everything it can do.
Keep in mind that your Zap spell, in ladder mode, should be enough to destroy a lot of Goblin barrels since it’s a commun card vs an epic card.
Dart Goblin: This card is really such a powerful card, it is incredible.
Not only is the Dart Goblin a pure beast to destroy a second Tower when placed in the middle (care about placing him far enough from the kings’ towers), but it also is extremely good as a defensive card
You can place him in the middle and he’ll defend the two lanes!
Dart’s damages are not that great but his DPS is very good, and he’ll destroy flying units.
However, the Log is his worst nightmare. If your opponents already used their spells, the Dart Goblin could do godlike things.
It’s not rare for this card to make me win by itself, and mine is only lvl 8 against maxed/almost maxed cards in 2v2. I sometimes also use him as a chip damager, a Dart Goblin behind Ice Spirit combo can be deadly if your opponent doesn’t react good enough.
Fire Spirits: These little guys are a powerful contribution to a push and can replace the Dart Goblin as anti-flying units when your opponent used a spell.
Fire Spirits can defend against A LOT of cards, and are cheap: That’s what we need!
Usually I use them more as a defensive card in this deck but I sometimes add them to my pushes (Miner + spirits, Mega Knight + spirits or even Bandit + spirits can be pretty nice) and it works fine.
Ice Spirit: It can be used every time.
I rarely use the Ice Spirit as a support to the Mega Knight, but I often do an Ice Spirit + Miner combo which is cheap but extremely cost-efficient if it works, and really not risky at all.
In general you want to use the Ice Spirit to support the Miner or a Dart Goblin, but also to temporize for a Dart Goblin to kill units for example since this Goblin has a great synergy with control cards.
Also, a Zap or Electro Wizard can kill a Horde with the help of this thing.
Strengths and Flaws
This deck is my 2v2 deck since some time now and I love this one. I may test some replacements to make the push harder to stop, but this version works fine.
Here are the thing you’d notice if you play this deck for quite a time:
Strengths:
- Two win conditions while still being efficient
- Good defensive potential
- Violent counter attacks
- Can often 3-crown
- Nice versatility
- Very fun to play
Flaws:
- It is sometimes very hard to make a successful push
- The direct damages can be countered
- No gamechanging spell
- No building to counter tanks
- Units are weak to spells (Zap : Spirits, Log : Dart Goblin, Fireball/Lightning : Electro, Bandit)
- A well defended Inferno Tower/Dragon can destroy your  Mega Knight
Conclusion
I hope you’ll like this deck.
From my personal experience, it works well in 2v2 (I also tried in a small tournament and crushed some people but I don’t think it would be viable for grand challenges as well) and often brings 2 or 3 crowns (2 if your opponents take a Tower, 3 if they do a big misplay).
The deck is extremely punishing and can win you the game on a single mistake from the opponents.
Also it seems to synergise well with many other decks and as I told you, the goal of this deck is to correct the flaws the Mega Knight has with the other units of the push.
However you will generally not be able to create a huge push with this deck since the Mega Knight is not slow enough and jumps. And also because you should defend with him (but if the defense takes a while, the counter attack could be great !)
Good luck and have fun in the arena!
-PeakCell
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