Hey Guys! Its Blaze back with another guide for you all! This is my final guide of the series ‘Advance Control Decks.’
You can visit my other guides at:
- Control Deck 101
- Fast Control Decks
- Medium Control Decks
What is a Slow Control Deck?
A slow control deck is basically a control deck with the average elixir cost between 3.9 elixir to 4.5 elixir. Therefore, these decks have a slow speed.
These decks are slow in the sense that they take generally more time to deal damage to the tower and destroy it. So, they MAY BE considered as ‘Slow Burner Decks’.
What Principle/Tactic this deck follow?
These decks generally follow the tactic of defensive control!
Defensive Control means using strong troops and combos to counter most pushes easily and gain an elixir advantage. Then doing this 2-3 times until you think you are high on elixir than the opponent and then strike hard (not hard like beatdown decks mind you).
Example: Dealing with a Giant-Musk-Baby-Drag-Lightning Push with P.E.K.K.A. Exenado which gives you 4 elixir advantage. Do this twice you have 8 elixir advantage which you can use to play Miner+Poison which will deal 700 damage to the tower approx at tourney levels.
- Works well in the current meta.
- Stronger in Challenges/ tournaments.
- Have two ways generally to damage towers.
- Strong advantage against Medium Beatdown.
- Not good for ladder due to been not able to deal damage completely in short OT.
- Wins end in 1-0 mostly so not for Crown Farming.
- Fast decks may be annoying against it.
- Strong disadvantage against Fast Siege.
The general game plan is similar to the example I gave in the Principle/Tactic section above!
Start your game with passive plays like putting down a Furnace or Elixir Collector. Other than these you can cycle if you have cycling cards, send your win-condition alone after waiting for sometime or just play re-actively against your opponent.
Try to get elixir advantage every time but more importantly maintain the advantage. In the first 2 minutes your pushes should be cheaper and weaker and don’t use Medium/ High spell unless you get Value out of them. Mostly make yourself in a comfortable position in the double elixir time.
In Double elixir an OT, you should have a general elixir advantage all-the-time. After every push try to do a counter-push and slowly take the tower down.
However don’t counter push for the sake of it, but instead think whether you will still have advantage or is the counter push worth it, otherwise you make lose your advantage and go on a disadvantage which generally translates to losing in Double Elixir and OT.
What win-conditions are generally used?
P.E.K.K.A.: She shines in slow control decks due to her strong defensive capability against all tanks and the deployment time being reduced to 1 sec. Generally, she won’t be able to reach the tower, so rather than focusing on her reaching the tower, focus and your other win-condition to reach the tower while the P.E.K.K.A. tanks and acts as a threat card. Due to this same reason, it is better to consider P.E.K.K.A. as a Defensive Card rather than a Win-Condition.
3 Musketeers: These three gals are popular in the meta even though lightning is popular. They provide an insane 2-lane pushing ability which makes them really strong. In these decks, you can’t get high advantage from defenses so you depend more on heavy pumping for your advantage. These are used generally with the other Control Win-conditions( Hog Rider, Miner, Battle Ram).
Hog Rider: The all-mighty Hog ( Get it “all-mighty”? cause it works in ‘all’ types of control decks.) This boy is fast, bit tanky, cheap and high damage dealing. Which makes it good in punishing people. You all-know why hog is so strong so not much to say about it.
Miner: The boss of Control, Miner is the ultimate counter pushing card. It synergizes with nearly any card and can deal 400-500 damage when left alone for 3 elixir. Can be used to kill pumps, spawners and princess. Can be used to tank for the 3M or can be used while P.E.K.K.A. is tanking.
Battle Ram: This card can be considered as the Punishing-troop cause if it reaches the tower, then along with the charge damage, the spawned barbarians will wreck the tower. It also offers a strong kiting ability.
Graveyard: Where Battle Ram is considered as a punishing troop, this spell is the ultimate punishing card. With the ability to change the course of the entire battle in just one push, this is an extremely strong Meta Card. Use it with Knight or Ice Golem or with the above 3 win-conditions.
P.E.K.K.A. Ram Exenado Control
Hog 3M Spell Bait Control
Night Mineyard Poison
I don’t have the Night Witch but with the experience of playing it in the Challenge and then facing her later on in many battles, I feel this deck has the ability to be strong in the current Meta cause it has a lot of Meta cards which are not only strong but synergize well with each other.
A short guide on it: Furnace is for passive plays, distraction and chip damage offerer, Exenado will be your main source of elixir advantage. Miner Poison will be your main offensive tactic in first 2 min and Night Witch works good on defense as well as offense with Miner Poison. Electro Wizard makes any deck good and has strong synergy with miner, graveyard and executioner (aka the Electrocution combo). Graveyard will be your pocket/ punishing card which you use in Double elixir when you have elixir advantage which will catch any opponent off-guard. Also, this deck has 4 cards which can bait out Lightning ( you also have your Crown Tower as a 5th target) so rather than it being weak to Lightning you can use it to your advantage cause opponent won’t be able to kill all troops.
Thats it folks! This is the end of the series ‘Advance Control Decks’. Hope you guys enjoyed reading my guides and you can ask your doubts down in the comments section. I will be really glad if someone would try out my Night Mineyard Poison deck and tell me how it works.
By Blaze Stone.