Unique Mortar Barrel Hybrid Deck
Welcome, dear clashers, to my first ever guide to a deck.
I’m Lord PJ of lol, on my second account Lord LV of lol and in arena 10 with both.
Today I would like to discuss my deck. It is really solid if mastered, and keeps surprising. A few hours I learned it had ‘Great’ in every category when tested on deckshop.pro.
It’s a medium speed siege-control hybrid deck.
The idea is to defend your Mortar, and counterpush with the leftover defensive troops accompanied by a Goblin Barrel.
It was designed for the arena 10 ladder meta.
History:
The origins of this deck lie in an old Inferno Dragon deck that had roughly the same defense. (Which I personally like to call the PJ defense!)
I played this deck for a long time on ladder, and got very frustrated because of the difficulties I had with reaching the Tower.
I then changed the deck so that it no longer needed to get to the Tower, its win conditions being Mortar and Goblin Barrel.
It hasn’t had any great changes since then. I tried switching Musketeer for Archers, or Guards for Ice Spirit, but the current decklist proved the most effective!
Cards
Mortar: Primary win condition. Needs little explanation.
I just want to note that there are four major Mortar placements that I will sometimes be referring to in this guide:
- The basic placement (at the bridge, in the middle of the lane)
- The advanced placement (at the bridge, but one tile to the outer side of the arena. If I don’t name the placement, I refer to this one)
- The center placement (at the river, in the middle of the arena)
- The turtle placement. (like a defensive building).
Musketeer
Air defense, great behind a Knight and good at pulling troops. I often play Musketeer in the back to gain more Elixir (Elixir bar + Elixir on the map) and to hold the lane.
Mega Minion
Almost the same as a Musketeer, but is better at tanking for Goblin barrels and whacking down Hogs.
Mega Minion can also fly over the river and has a higher DPS.
Knight
This guy does it all: tank, defend, invest,…
He is one of the key components of many decks.
In this deck he is an allround superstar that only doesn’t comes in handy against air troops.
Goblin Barrel
If your leftover defenses are crossing the bridge, throw a Goblin Barrel, gaining insane value! Or not, if they have a Log.
You can rush the lane with this card, forcing your opponent to adress the damage. Knight-Goblin Barrel WILL take the Tower!
Ice Spirit
Great for just that extra nudge or that one card that was not in your hand already!
Zap
Needs no explanation.
Lightning
324 HP on your Tower? I don’t think so! Great at finishing towers, taking out support troops and destroy spawners.
Bonus points if you can hit the Tower!
General Gameplan
In every deck, the gameplan changes as the battle progresses. That’s why I’ve broken it up in several chapters:
Early game
When the battle starts, both you and your opponent don’t know each others decks.
It is extremely important with this deck to scout first.
Don’t play your Mortar yet (because your opponent will easily adapt) unless they try rush in with a surprise Hog.
You could put a Mega Minion, Musketeer or Knight in the back and see how they react.
What I also do is throw a Goblin Barrel-Ice Spirit combo. This can catch them off guard, but it can also trigger their counter. As soon as you know what it is, adapt to it!
Midgame
If you have a feel of the opposing deck, adapt, and play carefully.
Keep your head in the game, and try to make good decisions.
The idea is to Mortar when you’re not likely getting punished. Or if you have enough Elixir to defend it.
Mitigate every attack in your defensive troops or Mortar, and use those troops to counterpush.
Even a half health Knight can be a threat if you throw a Goblin Barrel behind.
Overall you should try to work your way through three quarters of the towers hitpoints.
If you get lucky and take a Tower early, go for the other one. This might not be the best option if your opponent has a strong offense.
Sometimes you have to take a Tower and turtle up for the rest of the match.
Double Elixir time
This is where it gets exciting.
Both you and your opponent are now cycling cards faster than ever! Defend with all you’ve got!
If the Tower isn’t isn’t in spell-cycle range, constant pressure!
I managed to take 1300 HP off a Tower while my opponent couldn’t get to my last 600!
If the Tower is in critical health, use your heavy spell: the Lightning! Extremely helpful to get rid of support troops as well! Take every opportunity you can to Lightning them in this last phase!
Overtime
Super intense! It’s a base race! Or sometimes a great, great wall on your side of the arena.
Adapt, play smart, and be victorious!
Common Matchups
Golem beatdown
In the early game, heavy beatdown players avoid playing Golem, and that’s where you have an advantage.
Try to take as much HP off his Tower as possible, and don’t get punished too hard by the other cards.
Once he plays Golem, you can either rush the other lane, or prepare for some master defense. This by cycling to a favourable hand, placing one or two cards in the back to invest, or placing your Mortar in the defensive position.
During overtime, the great Golem has the advantage. Master defense!
Heavy control: Difficult matchup.
The big P.E.K.K.A. kind of hard counters your Mortar, and Mega Knight in itself is very stoppable, but the support troops make it difficult.
I noticed that a MK that crosses the bridge, won’t jump on a center-placed Mortar when played correctly. In other cases Knight-Mega Minion can usually deal with him.
Hog Cycle
If you play your Mortar reactively, this is a pretty easy matchup.
It’s funny to see a player rush his Hog, watch it turn to your center-placed Mortar and not being able to stop two of its shots.
I’ve had times where a Hog player threw an entire Rocket to my Mortar because it annoyed him.
Try to keep up with the cycle though! And make sure that you’re not constantly defending.
Balloon cycle
You have a defensive Building and two hard counters to Balloon.
As long as you save either your Musketeer or your Mega Minion, this archetype shouldn’t be a problem.
Elite Barbarians
An annoying archetype.
Try to have at least 2-3 Elixir during the match and save your Knight.
You can actually overcommit on countering the Elite, because you can use all leftover troops to counterpush.
In desperate cases, use Lightning!
Other siege decks
Play smarter than your opponent!
I’ve played against siege decks that were easy to beat, and against siege decks that proved a real nailbiter!
The optimal playstyle against siege depends on the opponents deck, but usually it doesn’t differ from the basic gameplan.
Three Musketeers
Just Lightning. Don’t Lightning the Pump though!
Log bait
If they have Inferno Tower, you’re screwed.
You can try to bait it out, but if they place it right at the river, you can’t even Lightning it.
If they also have a Log or overlevelled Zap there is not really much you can do. Outcycle, I guess?
If you have no way of damaging the Tower, turtle up and mitigate as much as possible. A turtled Mortar can counter Princess very well.
Also a Goblin Gang or Knight have difficulties getting through. Goblin Barrel is usually very annoying, so save your Zap, use Knight or Mega Minion if necessary and don’t Lightning!
If you can afford it, Lightning the Princess Tower. You need eight Lightnings to take it out. Don’t try. It costs 48 Elixir.
If you want to defend like a pro and throw 48 Elixir at the Tower, you will not succeed.
If they only have one of the two, focus on one of your win conditions.
Miner chip
I don’t play against it that often and it TRIGGERS me.
If you use your Knight and spells correctly, you should be able to handle this archetype.
Sometimes you need to waste an entire Miner on a Mortar, while it still gets off shots!
That was it for this guide! I hope that this inspires people to give it a try or build another deck.
See you next time!
First
First reply
FIRST
gg
Haha nope
2nd
3rd
I feel like Fireball simply would synergize better w the deck? Overall nice guide!
agreed, maybe even rocket
rocket and fireball are great paired with mortar. lightning is more situational
always lightning the pump over the musketeer. If you save lightning only for the muskys, the opponent will crush you with his elixir advantage.
And be aware that your opponent can place battle ram as a lightning rod, if that happens, you are definitely screwed
good thing bridge spam isnt very meta 🙂
Yea, unless you count arena 10 ladder meta (*cough cough* ebarbs and hog rider)
4th
late again smh
5th
What is the trophy requirement for CRA destiny?
Idk, maybe will does?
CRA destiny? is that a new CRA clan?
Probably
Was.
Don’t join any CRA clan, we tried to make active clans but we aren’t able to do so.
ye im not even sure the clan still exists or if its active lol
Late again noooooooo
Rip
Unrelated, but I AM LITERALLY ANGRY CUZ SUPERCELL ONLY GIVES ME GODDAMN NIGHT WITCHES
And the thing is, I will probably delete the app if I get lvl 3 NW before getting log
Hey bud! Where you at for trophies? If you are below arena 10, how the crap are you almost getting a lvl 3 night witch? second, if you need a card, save up 40k and buy it in the shop. its not that hard. I have lvl 2 princess and log, almost lvl 3, though i have no graveyard. I have saved up 60k however and i will soon buy graveyard whenever it shows up.
Hog mountain is a rough place no judge
i remember when i was stuck there for so long.
I am stuck in hog for like 8 months
Ouch, I just bought E-wiz in the shop and unlocked Mega Knight from a hard earned legendary chest from the quests. I am now using Mega P.E.K.K.A which has pushed me a lot of trophies. I understand the pain man, you just have to keep pushing.
Mega knight is currently one of 4 legendaries I am missing, tho I do have lvl 2 ewiz
I am stuck in legendary arena for 10 months
I still am. >:(
Ya its a hard place. Tho easier than 1000 trophy wide Royal Arena.
I am at 3484, I have 21k gold and I’m saving for a log, my night witch is lvl 2 2/4
My other legendaries are lava hound lvl 2 0/4, ice wiz lvl 1 1/2, graveyard lvl 1 1/2, miner lvl 1 1/2, inferno dragon lvl 2 1/4, ewiz lvl 2 0/4, bandit lvl 1 1/2, and princess lvl 1 1/2
Which deck do you use bro?
3.3 pekka miner poison
i have a f2p friend who only got e-wizards. he got it to lv3 and already has 4/10 at lv 3!!!!!
Buddy, you’re lucky. I have ONE legendary, and that’s already Lv3. But I’m in legendary arena at 4721 so I can’t say anything. BTW the legendary that I have is Lavahound.
Wait, you ONLY have a lvl 3 lava hound???
ITS CRAZY ISNT IT BUT YES THATS MY ONLY LEGENDARY
Don’t do that! The best way to get the Legendary you want is to buy it for 40K gold!
Um, that’s what I’m doing right now, I’m saving gold for log (21k right now)
lol lucky thing I bought all the legendary cards
I bought a few of my leggy’s, but I literally got 4 night witches and yet I’m still missing 4 cards, and ALL 4 NIGHT WITCHES ARE TOTALLY LEGIT (aka pulled from a chest)
Lol, i pulled another sparky from a challenge and bought MK from shop so i have all the cards now
Wat level is ur sparky tho
level one, but its at 4/2 cards rn
So it would be 2/4 if u upgraded it
I’m worse, I have 5 lumberjacks I pulled from chests
I want another NW to make it lvl 2 but Supercell ain’t giving me one.
Lol mine is already lvl 2 2/4
Lucky mate, upgrade her to lvl3, she is a good option to use in beat down decks
Im not as fond of beatdown as I used to anymore, and even when I do, even in my golem decks, I choose ewiz over NW
6th??
We don’t go up to 6 only to 5
ya i know it was a joke. have mercy on me!
If they place inferno tower at the bridge you could use musketeer to pick it off, did you think of that?
And then you could swap out musketeer for ewiz to make that even easier 🙂
True
Inferno Tower can still hit the musketeer. Then you gave them a damaged inferno tower for 1 elixir… :/
Then you wait for the lifetime of the inferno to burn out, then do the push, you may need to bait the inferno
Looks like a fun deck, I’ll give it a shot!
Btw, I just submitted a deck for all you F2P and new players out there, I’m expecting it to get posted soon!
Sure hope so!
Good! i hope it gets posted!
GL on it being posted!
I would consider using rocket, log, gob gang/princess, and archers for lightning, zap, MM, and musketeer. otherwise, good deck and guide
Is there any reason to use Musk over Ewiz, other than damage?
longer range?
Musketeer is easier to level up becuz it is a rare whereas ewiz is a legendary
musk have more range and is rare as @lightningmaster823:disqus said
Tbh, I dunno what barrel is doing here and why not rocket instead of lightning. First reaction after seeing the deck.
true. Actually, no idea how it has “great” in every category. Seems like a bull or cry deck
I agree, I think Rocket for Lighting. However, he does stay it’s meant for Hog M Ladder.
Guys in arena 10 there is no matchmaking I have to play with rg lvl 13!! This is so bad….
First of all, the barrel is kinda pointless so i would swap it for a cycle card, and i think minions for mega minion might be better cuz you already an amazing point damage troop (muskie) and ur gonna need some type of swarm/crowd control card like minions or archers. And i would definitely swap lightning for rocket, from how ur saying u use it, rocket is much better. This is just my opinion though..it may or may not work.