This deck was created to center around slowly destroying the enemy’s towers with small waves that constant push.  This makes the opponent unable to create any sort of big push as they have to keep spending elixir to counter your pushes.  This deck will go fairly well against most decks.  The hardest types of decks to beat are ones that contain the bomb tower, tornado, and executioner.  Any other  troops or cards can be counter by this deck decently if played well.


The average elixir cost for this deck is 3 elixir  and the following cards used are:


Princess-  The princess is very squishy.  She can die to arrows and sometimes even to a zap spell.  However, she has excellent range and some good splash damage.  Her range compares that to of a mortar and is the only troop that can attack an enemy crown or arena tower without being targeted.  She is the only troop that can three star the enemy by herself because she out rangers both the arena or crown towers along with the king’s tower.  Her area of effect damage is also great for small swarm troops all the way up to barbarians.  She can kill spear goblins before they can even throw a single spear at her, goblins will not even be able to get close to her, archers wont be able to shoot a single arrow at her, skeletons will easily get one shotted, and the barbarians will be nearly useless once they kill your princess.  By countering your opponent’s barbarians with your princess, you gain a three elixir advantage over them. She hard counters hut spam decks really well.  Also, she can bait out arrows for your goblin barrel in you deck.  You can also place the princess at the bridge and have it immediate target the opponents crown tower as long as no troops are closer.  This strategy will help you get a hundred or so damage every time you place her down.  The princess does very bad against high health troops though.  She is very vulnerable to the pekka, the musketeer, the wizard, any type of prince, the miner, and other troops like those.

Executioner-  The executioner is a great card against most low health troops.  You can think of it as a ranged valkyrie.  This is because he can throw a spinning axe to damage both air troops and ground troops twice, one on the way there and one on the returning trip.  I prefer the executioner over the wizard because it is more tanky.  Where the wizard would get killed from a high level fireball, the executioner would only be slightly damaged by it.  Additionally, all swarm troops will die in one throw and the executioner can also take care of the barbarians extremely easy.  The executioner would be your main defense because it is so good at it.  If you do the knight and executioner combo on defense, you will get through most of the common types of pushes.  Because you have the tornado in your deck, you can also use the tornado to group all the enemy’s troops together and place down your executioner to destroy them all with massive amounts of slash damage.  This is an extremely good synergy that your deck has that most other decks do not have.  The best troops the executioner counters are the spear goblins, the goblins, the goblin horde, the skeletons, the minions, the minion horde, the skeleton army, and the barbarians.  The cards that counter the executioner fairly well are the miner, the knight, the mini pekka, the pekka, and the elite barbarians.

Goblin Barrel-  The goblin barrel because it only costs only three elixir, it can be used at almost any time.  When your opponent counters this, they probably will use a fire ball and it will become a become a bad elixir trade for your opponent while arrows stop being a good elixir trade for your opponent and are now an even elixir trade.  Now, the only good elixir trades for your opponent is the zap spell and the fire spirits.  The goblin barrel can be very effective and can through your opponent off guard.  The goblin barrel is mostly if not always used to be thrown at your enemy’s arena or crowns tower.  Once the goblin barrel breaks, three goblins pop out and start to attack the tower.  After each of these guys take a swing, about three hundred hit points gets taken off at a time.  This lets you get some quick burst damage onto your enemy crown or arena tower if you surprised your opponent or if they do not have a counter in their hand.  The goblin barrel, if needed to be, can be used as a quick defense.  If you has an enemy prince coming by and you have no good troops to defend against the enemy prince, you can shoot your goblin barrel down right in front of the prince.  However, the goblin barrel is mostly an offensive card.  Another offensive push you can do with the goblin barrel is the goblin barrel and zap spell push.  This push makes it so that your goblins gets a few extra hits because your enemy tower is stunned for one second.  Because of this stun, your goblins are able to get a few hundred more hit points then they would without the zap spell.  the goblin barrel costing three elixir is what I think is a great card that usually gets some damage on to your enemy towers and has few elixir advantageous counters for your opponent. You can also throw your goblin barrel to the corner of the map allowing the enemy’s arrows or fireball to miss, wasting their elixir and allowing you to keep your goblins alive.

Goblin Gang- The goblin gang is a mix of your every day spear goblins and the regular goblins.  The card gives you three spear goblins and three regular goblins at a discounted price.  The good thin about this card is that you get a lot of elixir value out of it but if they have the zap they can get a lot of value and then you are at a big elixir deficit.  The goblin card, in my opinion, is best used right down the middle of your map.  This allows your troops to split sides and thus making it harder for your enemy to easily counter your goblin gang.  However, if they are expecting you to play the goblin gang and they have a fast enough of a reaction time, the will still be able to counter with the zap spell or the arrow card.  This is hard to do and if they fail, they waste their elixir.  This is why I still think its worth trying to attempt.  The goblin gang also does fairly well on defense.  If the enemy sends a hog rider, your goblin gang can melt it fairly quickly.  Additionally, if the enemy has a prince or pekka on the offensive, you can use your goblin gang to stall the enemy push for long enough that you can whittle down the health bars.The goblin gang is good against single focus cards like the musketeer, infernal tower, and the mini pekka.  This card does not fair well against the wizards, the executioner, the tornado, or other aoe damage like those cards.

Ice Spirits-  The ice spirits can be a great card to use in conjunction with the hog.  The ice spirits can be compared to the zap spell because both of those cards stun enemy buildings or troops.  However, unlike the zap spell, the fire spirit does not cost two elixir.  Instead, it is half as expensive and only costs you one elixir to use.  In addition to that bonus, the fire spirit’s stun ability lasts twice as long as the zap spell.  Because of these two stats on the ice spirit, the ice spirit is worth about four times as much as the zap spell is per elixir.  However, there is one downside to using the ice spirit over the zap spell.  The ice spirit, unlike the zap spell, can easily be countered.  The ice spirit can be countered by almost anything from direct damage spells like the zap spell, the arrows, the fire ball, and the rocket.  The ice spirit is also very fragile against any splash damaging troops because even if they target your own hog rider, the splash damage effect can still kill your ice spirit since the ice spirit has such a low health point stat.  Some splash damage troops that can kill your ice spirit is the wizard, the baby dragon, the ice wizard, the princess, the bomber, the witch, and the Valkyrie.  Because of this, using the ice spirit is a risk reward type troop.  If the ice spirit does get its stuff off before it dies, it is well worth it and you have a four times effectiveness when compared to the zap spell.  However, if it dies it has a zero effectiveness when compared to the zap spell.  If you find that your opponents are countering your ice spirit more times than not, you make want to switch to the zap spell.  Switching to the zap spell will guarantee that you will get a stun on each of your pushes every single time.  The zap spell will also get you a little more damage that is also reliable.


Log– The log is here because your opponent would not be expecting you to play this card.  The reason why your log is here and not your arrows or your fire ball is for a few reasons.  The log does quite a bit more damage when compared to your arrows.  In exchange for this damage, though, you cannot target enemy air troops with the log card.  In this deck,I think the log is a better choice than the arrows because you already have the furnace and the zap spell.  Both of those cards combined should let you kill any swarm air troops like the minion horde or the regular three elixir minions.  Also, the log is better than the fire ball in this deck because it is cheaper than the fire ball.  The once elixir difference can be the difference in having enough elixir to defend an enemy counter push and to have one of your crown or arena towers completely wiped out.  The log also can hit your enemy towers which can help you finish them off if they have low health.  Also, just like the fire ball, the log can help support your hog rider in your main push.  If you put the log right behind your hog rider, you will be able to use the log to push away and damage any defending barbarians.  This push back is similar to the knock back the fire ball does to any defending enemy barbarians.  The log will also sort of clear the way for your hog rider to get to the enemy arena or crown tower very easily.  The log can also be used fairly well for defensive purposes.  If the enemy is bring a strong push to your arena or crown tower, you can send in your log to not only damage the oncoming troops, but to also push them back and away from your arena or crown tower.  This push back can help you stall for another second which can really change the tide of the battle.  With that one second stall your log provides you, you may be able to reduce the damage done to your tower by hundreds of hit points. I think for three elixir, the log is a pretty good card that can help you in some situations.  I see the log more of a utility card than a damage card but it still can easily counter hut spam decks.  The log card is great in some decks while lacking in others.  The trick is to find the deck that works well with the log and you can have the element of surprise held against your enemy.

Zap– The zap spell does do a little splash damage and almost happens in an instant.  The Zap spell is mainly used to support your sparky and giant.  The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off.  The other major use for zap in this deck is to stun any inferno towers.  With the most recent update,. the zap will now reset the inferno tower’s damage.  This will greatly increase the life time of your sparky and giant and make this deck even stronger.  Remember, the longer your sparky and giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops.  The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell.  As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir.  This lets you put two more elixir into your push that would have been spent on freezing the inferno tower.  I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage.   This will allow the sparky and giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him.    With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower.  The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde.  The zap also counters the goblin barrel spell quite well.  It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that.  The zap can also stop the princes charges and make them start walking before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.


Inferno Tower Clash Royale WikiInferno Tower-  The inferno tower is your first defensive tower.  Because this deck lacks single target damage when you face golems, giants, lava hounds, hog riders, or royal giants.  The inferno tower allows you to focus down the enemy’s tanks and allows your defense to become a lot stronger.  Because of this, you should save your inferno tower until your know all the cards in your opponent’s deck.  If they do not have any major tanks, you can use the inferno tower whenever you want.  If they do have a major tank like the golem or the lava hand, never use the infernal tower until they spawn that troop.  If you use the infernal tower for something that is not that troop, you will not be able to defend from their push when they do use their big tank.  The inferno tower should always be saved until its an absolute need to because of have valuable the card is to your deck.  The inferno tower is good vs the cards like golems, giants, lava hounds, hog riders, and royal giants.  It is pretty much useless vs any other card because the time to kill a swarm is too high.  If you face the swarm or low health troops, it would have more impact to just use your bomb tower.