BACKGROUND INFORMATION

This deck is meant to destroy and overwhelm your opponent with so many small troops that they will not be able to handle all of them.  You pump out so many cheap troops that even if they have the arrows, the zap spell, and the fire ball they will still not be able to keep up.  Because of this, this deck is extremely strong against traditional decks and decks with a lot of single targeting troops.  This deck is weakest when the opponent has an effective way to deal with mass swarms of troops like the bomb tower, the wizards, and or other troops and buildings like that.  Its extremely low elixir cost allows you to be able to constantly pressure your opponent until their tower will inevitably fall.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is an even 2.9 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 goblin barrel push, you should send your miner 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 your opponent 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 goblin barrel hits the enemy tower, you allow the miner to tank and let the goblins get to the tower easier.  The goblin barrel push should also be supported by the fire spirits, spear goblins, and minions 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.

Spear Goblins-  The spear goblin card is one of the most basic troops in the game.  For being one of the first cards to be unlocked in the game, it is surprising how well they perform.  The Spear Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a on verse one with the help of your Tower, but it can also be used at the very beginning.  If the Spear Goblins are used right at the start, you force your opponent to either react to them by placing a much more expensive troop, leaving an option to have a hard counter ready, or make them just watch those Spear Goblins chip 300 damage off their tower.  300 may not seem like a whole bunch, but do that 2 or three times in a match, and you got yourself 1000 free chip damage.  The Spear Goblins can also kill a Princess that is on the bridge very quickly as long as the princess is distracted.  If the princess is not distracted and you deploy the spear goblins, they will die before they can kill the princess, making you basically waste three elixir.  On a very good note however, you can do an advanced move with these spear goblins.  the spear goblins, just like your minions, are one of your only air targeting units.  You should save your spear goblins just to counter any balloons or lava hounds they may have.  If you see that their deck does not have any of those cards, you can use the spear goblins like you normally would.The spear goblins are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the bowler, the fire spirits, and the baby dragon.  The spear goblins are also very vulnerable to any direct damage spells such as the fire ball, the arrows, and the lightning spell.

Minions– This deck uses the Minions instead of the Minion Horde.  The Minions are preferred in this deck over the Minion Horde because you want to keep the cost of troops low.  By keeping the cost low, you will be able to cycle through your cards faster.  The Minions also do well enough against air troops like the Balloon or Baby Dragon, although for the Baby Dragon needs to target your Crown Tower first.  Minions also can take out the Barbarians with the help of the Spear Goblins.  This leaves you with a major counter push at the ready.  Also, these blue little monsters can help destroy Prince rushes with the help of some ground troops.  Even if your enemy uses Arrows, you are not at a Elixir disadvantage, unlike the Minion Horde.  The Minions could also kill a Sparky before it can take its aim at the Tower.  The minions are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, the fire spirits and the wizard.  They are also weak to the ice spirits because they can be stunned long enough so the enemy tower can finish them off.  The minions are also one of your only air targeting units so you should be careful and know when the right time to use them is.  If you are seen having to defend against a lava hound or balloon without your minions or spear goblins, you will have a pretty hard time defending.  Because of this, if you see your opponent has one or two of these cards, you should save your minions or spear goblins just to counter the enemies air troops.  The minions are also weak to direct damage spells like the zap spell and the arrows.  Both of these direct damage spells will give your opponent an equal or an advantageous elixir trade.  It is strong against group troops that have a medium or low amount of health.  The are strong against the mini pekka, the musketeer, the barbarians, the pekka, and the princes.

Goblins- This troop can is an all star.  It is a jack of all trades in the sense that it can fill a ton of roles.  If you need to defend from barbs, Spear goblins combined with either the fire spirits or spear goblins can take them out as long as the fight happens on your side of the tower.  They can also support your miner in a push.  When you do this, the damage is not coming from the miner anymore, it is coming from the goblins.  These goblins may not seem like much, but over a few seconds they can whittle a tower down to half health with the help of the miner.  Also, the goblins can defend from enemy hog riders, princes, and pekkas.  Another use for them is that combined with the zap, it can take down a pesky sparky with easy.  Just make sure you zap the sparky first or they will die instantly.  The goblins are also a very cheap troop which lets you keep getting you hog faster.  The Goblins, along with most swarm grown troops, can be used to support the miner, bait out decks, or use for defense in a jiffy.  Because of their short range, goblins have more health and more damage per second compared to their spear goblin counterparts.

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.

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.  With your extremely low cost deck, the elixir collector will allow you constantly push your troops quickly and easily.  With the elixir collector running, you should be able to have multiple troops on the field at all times.  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.