Surprising P.E.K.K.A Graveyard Deck for Arena 9+
Hey everyone, this is General NX here. Today, I’ve brought you all one of my favorite decks. This deck exerts extreme offensive pressure on your opponents so they can never ignore everything. It’s also a beast in counter pushes and a lot of fun to play, so let’s check it out!
Surprising P.E.K.K.A Graveyard Deck
I made this deck originally for challenges and it worked like a charm. Since then, I’ve upgraded all my levels and now I’ve been able to push to my personal best of 4426 trophies and my season’s high of 4316 trophies.
P.E.K.K.A: Your main tank and tank killer, but not necessarily your main win condition. Sometimes, it reaches the Tower, but other times, you just use it on defense or to tank for the rest of your troops.
It’s your best bet versus the dreaded Royal Giant, and usually the P.E.K.K.A Executioner combo will clean up an entire push of any kind.
It’s one of the core cards of this deck, as without it, you’ll be down one of your main defense options.
Play her somewhat cautiously.
Executioner: A great splash card for the deck as it’s somewhat lacking in splash otherwise.
He’s your main counter to any swarm and glass Cannon as the Executioner-Tornado combo is devastating when played right. In fact, that combo alone can stop a push.
It’s also great for your offense as it helps protect your Battle Ram and it can tank for Graveyard as it splashes any swarm they might try to play to counter it. However, you do have to look out for Rocket, as once you know they have it, you have to play much more decisively.
For a safer option, you can replace him with Baby Dragon but you’ll have to sacrifice the power he brings to the battlefield.
Battle Ram: You could actually say that the Battle Ram has just as important of a defense role as an offensive card.
It counters Elite Barbarians very well and you can use it as a shield for the rest of your troops.
It’s still very great on offense as the Ram-Graveyard combo devastates when it isn’t countered properly. It counters any defensive building for your P.E.K.K.A and can never be ignored. I use it as a lead sometimes just to see what kind of deck their running.
Overall, a great card for this deck and many more.
Furnace: The Furnace is THE BEST card you can have in your hand. As long as it’s equally leveled, you can just plop it down and do tons of chip damage or force your opponent to counter it.
It’s a pretty solid defensive building, with more HP than a Cannon, and its Fire Spirits can clean up any leftover troops that may be left from your opponent’s push.
A simple Fire Spirit and Battle Ram push can actually leave some destruction in it’s wake, and force your opponent to react.
It’s also good for counter pushes as it adds a little free splash to your leftover troops to give that push a little more power.
Graveyard: Graveyard is probably the most consistent for destroying towers in this deck, as it has so many complimentary cards for it inside this deck. Basically any troop in this deck can work well with it.
- P.E.K.K.A-Graveyard is obviously pretty devastating as long as you keep your P.E.K.K.A tanking the Tower.
- Ram-Graveyard is a fast threat that always forces a quick reaction out of your opponent and it clutches a lot of games.
- Executioner-Graveyard is good versus any swarm troops your opponent might play to counter your Graveyard.
You want to use it as your primary damage dealer in the first two minutes of a game until you can start building a massive push with your P.E.K.K.A.
This card is irreplaceable in this deck as it is critical for your offense in case all else fails.
Tornado: This is probably my favorite spell in the game is it offers so much control. You can basically hard counter Hog Rider with it as this deck is missing an effective way to deal with him.
It synergies incredibly well with Executioner as it pulls everything to the whirling axe of death. It even works pretty good with P.E.K.K.A because you can pull everything to her as she’s tanky enough to take the oncoming damage and her slow movement speed makes it hard for her to reach all of her targets without Tornado.
You could replace it with another spell as well, but I prefer Tornado above all others.
Zap: A pretty good card that doesn’t need much explaining.
It resets Inferno Tower, one shots Skeletons, Spear Goblins, Fire Spirits, and sometimes stab Goblins. Works well with Graveyard because it has an instant deploy time, eliminating or stunning threats very quickly.
You can replace it with Log to make it stronger versus Log-bait and it’s probably just as good. However, I use Zap because of the stun it brings to the arena.
Mega Minion: Your main anti-air and glass Cannon killer.
Combining Mega Minion with Zap allows it to take out many threats such as Musketeers or opposing Mega Minions.
It helps a lot versus ground threats such Elite Barbarians and it helps A TON versus Lavaloon.
Mega Minion-Tornado combo will basically shut down a simple Lavaloon push. It’s not very great on offense and you can easily replace it with something of your choosing.
I’ve experimented with Electro Wizard, Dart Goblin, regular Minions, and Ice Spirit, so you can try any of those if you want.
Strategy and Gameplan:
Your ideal starting hand is one that has one or more of the following: P.E.K.K.A, Furnace, Tornado, or Battle Ram. I would prioritize Furnace as #1, then P.E.K.K.A, followed by Tornado, and finally Battle Ram. There’s a pretty high chance that you have at least one of these, so you’re usually not in a bad position upon the starting hand.
If you start with Furnace:
- Place it down the lane of your choice to start chipping
- Place it behind your Tower if you prefer that placement (I don’t recommend it though)
- Place it as a defensive building if they try to rush you (although Tornado is better at this)
If you start with P.E.K.K.A:
- Use it defensively in the back if they drop a tank or a support in the back
- Use P.E.K.K.A at bridge if they drop a Royal Giant in front
- Place her accordingly depending if they drop something in the front to rush
If you start with Tornado:
- Place it defensively to counter basically anything for a positive Elixir trade (except tanks)
- Use it to disrupt any combos they might to build up
If you start with Battle Ram:
- Rush your opponent to see what kind of deck their using. You can usually see what deck they’re using depending on what they use to counter. Information is powerful with this deck as it can help you save your defensive cards and adjust your offense.
Your worst starting hand is one without any of the listed cards above. Your ABSOLUTE worst starting hand is Executioner, Zap, Mega minion, and Graveyard. If you’re unfortunate enough to have this starting hand, usually you would just want to play defensively or cycle by dropping Executioner or Mega minion in the back. This forces them to address your troops and it gives you a bit of insight as to what deck they’re using.
Throughout the rest of the game, you want to be making positive Elixir trades and constantly applying pressure. Chances are, you can take a Tower before double Elixir with a killer counter push, which is one of the most satisfying feelings to me. Once, I countered an RG push and almost got a 3-crown of the lethal counter push that I had built up.
This deck is almost all about counter pushes and it’s definitely the most effective way to decimate towers with this deck.
When double Elixir hits (or overtime as some people call it), it’s when you actually start making the first offensive moves.
Start your push with a P.E.K.K.A in the back (but be careful! they can rush you when you do this, so always have a defensive card on hand when you do this), then I usually follow up with an Executioner and a Battle Ram in the inner section of the lane.
Placing the Battle Ram there makes it so that if they try to pull with a building, it will be decimated and distracted by the Ram.
I would prioritize supporting the push with spells over getting Graveyard down as if your push dies as you play Graveyard, that’s basically a wasted 5 Elixir right there.
You can get creative with P.E.K.K.A down one lane and a Battle Ram push down the other, but I generally stick with one lane and keep pressuring that one.
This deck is pretty solid offensively, and in most of my matches (even losses) I always take a Tower.
There are two big mistakes that you can make with this deck, and those are poor defense and overcommitment.
This deck requires a fair amount of skill to play on offense, but you need to play especially well on defense.
For example, Tornado is one of the best defensive cards in the game and can be incredibly frustrating to play against, but played wrong and it’s worthless.
Defensive play comes with skill and understanding of the game, so the best way to fix problems on defense is to just play the game more and learn your decks. Also, with this deck, it’s very easy to get carried away on offense and just drop tons of useless Elixir.
For example, if you have a P.E.K.K.A on the field and you know they have an Inferno Tower on hand, don’t drop Executioner if you don’t have Zap in cycle. If you do drop Executioner in that situation, you’re putting yourself in a position to get easily punished by your opponent. To prevent this mistake, just think before you make actions. If you think before you place an extra troop, you could save yourself Elixir and Tower damage
This deck is super fun to play in challenges and ladder, provided that your levels are high enough.
It’s my favorite deck to play against Royal Giant and other tank decks, as P.E.K.K.A rules over them all.
It does require skill to play, so I suggest taking this guide and making your own tweaks to the deck to suit your own play style.
After all, no deck will be perfect for everybody. You can make it faster by adding cycle cards such as Skeletons, or making it a control deck with Poison and Miner.
Overall, this deck is a great base deck for people to change as they please. The concepts will remain the same, but the way you play it will change.
I hope that all of you reading this that you enjoyed reading this guide. I know it’s a lot to take in, but I hope that you walk away with a better understanding of the game and a new fun deck for you to try out on your own.
I plan to make more articles for the future and to go along with my youtube channel. It’s pretty small right now, but I hope my articles can help it grow and help others.
Thanks for Reading!
This has been General NX, signing out for the day. See you all next time.
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