This deck features the miner and the three musketeers. This is a big risk deck because if you can’t surprise your enemy with your first play with the three musketeer or if they counter your three musketeers easily, you will have a long, hard, and rough three minute match. However, if you do get the jump on your opponent or catch your opponent out of mana, you will most likely get a least one crown if now a three crown win against them.
BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is an even 4 and the following cards used are:
TROOPS: USED FOR DEFENSE AND OFFENSE. IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP
Miner- The miner will act as your tank in this deck. When you are set to do a sparky push, you should send your minter to your opponents tower that you are attacking, The placement of the miner should be a random side of the tower but not the inner wall. This makes it harder to counter the miner with regular shank goblins because they may guess your miner’s location wrong and that will allow your miner to lock on to the tower for some damage. By sending your miner our right before the sparky crosses the bridge, you allow the miner to tank and let the sparky get to the tower easier. The sparky push should also be supported by the fire spirits, ice wizard, and goblins if possible. The miner also has other uses in this deck. If your enemy has more elixir collectors on the field than you like, you can send a miner on to one and the miner will do some crazy damage to it. Also, your opponents may think that the miner is going for their crown or arena tower and spawn defending goblins or minions really far away from the miner’s location. Just like with the elixir collector, the miner is also great at destroying hut spammers by targeting their tomb stones, goblin huts, barbarian huts, and furnaces. The miner is also a great princess killer as he can spawn right next to her and take her out in two shots. The miner is very vulnerable to things the princess is to like princes, pekkas, musketeers, and any air troops like minions and the baby dragon.
Three Musketeers– The three musketeer’s card is a hail marry type of card. You will either be very efficient with using it and demolish your opponent or it will be extremely useless and probably set you back to an elixir disadvantage. The easiest counters that can completely ruin your three musketeer push is a fire ball and zap, although other things like the poison spell, the rocket, and other uncounterable splash damage can also make you push go to nowhere. However. if you catch your opponent off guard and out of elixir, you should be able to easily take down one of their towers. The miner should act as a tank for your three musketeers. If you feel that the three musketeers are to hard for you to use or they get countered way to easily and way to often for your liking, I’d suggest that you swap for the single target musketeer instead. The single target musketeer won’t be as good for offense or defense, but it its a lot safer. If you do chose to use the dingle musketeer, add something else to your musketeer miner push because you do not have enough damage to destroy a tower anymore. In addition to that, your opponent can no longer counter your push with a fireball and zap or a rocket or some other uncounterable splash damage because it starts to become an elixir disadvantage for them to counter you in that way.
Barbarians– The barbarians costs five Elixir. This is best used to counter Princes, P.E.K.K.A, and the Hog Rider. They are also an extremely helpful distraction for smaller troops that can do major damage if left untouched, like the Minions, Spear Goblins and the Goblin combo. Also, the Barbarians can help defend against the dark prince if the situation is desperate, but is not recommended counter since the Dark Prince is a pretty good Barbarian destroyer. The barbarians can also counter a miner. All you have to do is place the barbarians where the miner will pop out and only one of your defending barbarians will get killed, If the Barbarians are set on top of the much feared Sparky, they can easily destroy it, and you will gain a major Elixir advantage. The barbarians in this deck is for defense though. If the enemy spawns in a hog rider, send your barbarians just in front of the contested arena or crown tower. If you do this perfectly, the hog rider will get no damage onto your tower. Usually though, the enemy hog rider will squeeze through and be able to get one shot off. Additionally, if the enemy combines a fireball, zap, or fire spirit and zap combo,l they will be able to get a lot more damage off onto your tower so be very careful about what they have to support the hog rider and make adjustments accordingly. If they send in a prince, the barbarians are a great hard counter to him and will kill the enemy prince with ease. In my opinion, the Barbarians are one of the biggest staple cards in the game. The barbarians are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the fire spirits, the sparky, and the baby dragon. The barbarians are also very vulnerable to most direct damage spells such as the fire ball and the lightning spell.
Ice Wizard- The ice wizard will help you a lot in this deck. It is great at defense against the hog because if you have the mini pekka and ice wizard defending, good placement of both troops will make it impossible for your enemy to get a shot off the tower. The ice wizard’s slowing stat also allows him to counter high damage per second troops by slowing their fire rate. An example of the ice wizard working his magic is against the royal giant. With only the mini pekka defending against the royal giant, a moderate amount of damage will be done to your tower. If you add the ice wizard onto your defense, the royal giant will get a lot less damage off during his life time.. The ice wizard is also very good on offense as it can help slow defending units or the crown tower. The combination of the ice wizard and mini pekka can work extremely well if left uncontested because the ice wizard has a moderate amount of health and does splash damage while slowing the tower down a lot. This makes him act as a very good support troop for the mini pekka that causes all the damage. The ice wizard is probably your best card in supporting offensive pushes and supporting your mini pekka during a defense.
Fire Spirits- The fire spirits are your other splash damage card. The reason why they are not your only splash damage card is because they die when they give out damage. This makes it hard for them to support a push all the way through because once they run into a troop, they no longer can support your push. However, their damage is insane for only two elixir. Their damage exceeds 500 and can be put out all withing one second. This lets the fire spirits easily kill bunched up troops very easily like skeletons, spear goblins, and the regular goblins. It can take out equal level spear goblins, skeletons, or regular shank goblins with only one out of the three fire spirits that are present. This means that this one card that only costs two elixir can kill all three of those cards costing a combined total of five elixir. The fire spirits can also nearly take down barbarians to the grave. The fire spirits can make the barbarian’s health points go so low that your arena tower can finish them off with out taking any damage. This gives you a three elixir value and a great quick reaction counter to swarm troops. The fire spirits can also help strengthen your anti air defense against any minions or minion hordes. However, they do not do well against higher health air troops like the lava hound or the balloon because they lack sustained damage. The fire spirits do not do well against high health singular targets like the pekka, prince, or balloon. They also are countered by the zap spell. It does a so so job against troops that have medium health like the mini pekka, musketeer, and wizard.
TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM
Elixir Collector– The Elixir Collector is a very special card. Most people don’t see its full potential. At first glance, most people just think it just gives you two additional Elixir. While this is true, there is a hidden, more important use for it. The Elixir Collector allows you to build up an even bigger push faster than without one. This lets you gain an elixir advantage on your opponent during your assault or perhaps when you need a quick reaction defense. Since it is such a valuable card, instincts tell you to put it at the back of you base, where it can’t be touched. this is a good strategy because you can easily protect the elixir collector from any troops. Just be aware of any direct damage spells your opponent may have as they can get the crown or arena tower and elixir collector combo on you for a big elixir advantage. However, there is a draw back into putting an elixir collector in the back. Since you are down on elixir for a defense, the enemy can send down a elixir heavy push and you will have a hard time defending because you are very low on elixir. For example, a hog rider user can immediately rush you and destroy the tower. To counter this quick offensive push made by your enemy, you can put the elixir collector between your arena or crown towers, two to four squares in front of your king’s castle. This will make hog rider pushers think twice before making the attack. If they do launch one, be ready to deploy your minions, barbarians, and or the spear goblins to help take down the hog rider. I suggest having at least one elixir collector on your side of the map at all times because this deck is a bit expensive. If you want two down on the field at the same time, i recommend placing the elixir collector far away from each other. If you put them too close together, the enemy may rocket, fire ball, or lightning both of your elixir collectors for a huge elixir profit.
SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL
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.
Arrows- The arrows are a great cheap way to counter a mass amount of troops. The arrows can help support your pushes that contain your giant by killing off any minion horde that will do a lot of damage. The arrows are also great at countering hut spam decks because you can easily kit two or three buildings, the crown or arena tower, and any enemy troops spawned or walking near the arrow radius. Arrows can also be used to finish off towers if they are at a very low health value. t only will do around 80 to 100 damage to your crown tower so plan accordingly before sending it at your enemy’s crown or arena tower. Combined with the zap spell, you can get about 150 damage off of your enemies tower, which can help a lot if your are in over time and just need a little more damage. The arrows are a great counter to the skeletons, the spear goblins, the archers, the regular shank goblins, the goblin barrel, the three elixir minions, the lava pups that come out of the lava hound and the minion horde. They can help defend against enemy barbarians if they have a bout a quarter of their life left. The arrows are weak against high health troops like the golem, the pekka, the lava hound, the balloon, and other troops like those. The arrows are a nice and cheap three elixir so you can use them at almost any point during the battle for an easy defense against a lot of small units.