This deck is good against other high cost pushing decks and is weaker against decks that have cheap troops and meant to cycle through extremely fast.  Overall, I think this deck is more fun than practical because of all the expensive pushes you need.  It doesn’t fit into the meta as well as other decks but that doe not mean it will not work. It could still work but it would not work as efficiently as other decks.  Regardless, I think this is a fun deck to try out and may even be fun to mess up your friends 1v1’s with.  This deck is extremely fun to play and has some amazing synergy with the tornado, the sparky, and the log.


The average elixir cost for this deck is 3.8 elixir  and the following cards used are:


Giant-   The giant will be one of your biggest tanks health wise but is not your biggest damage dealer.Costing at four elixir, you want to start off every major push will your giant in the back of your map.  This will allow you to regenerate some of your elixir that you spent letting you build up a more expensive and bigger push to defend against.  Once you get another four elixir stored up, send your sparky behind your giant.  Make sure though that the sparky is not directly behind the giant.  If your enemy does counter the  giant with barbarians right when he crosses the river, they will be met with the sparky.  Instead of the barbarians getting a ton of damage onto the giant and killing him quickly, the sparky will shoot the barbarians instantly making your opponent down five elixir and do almost no damage.  Also, there is the snowball effect where you keep trying to defend but by the time you send out another troop to defend, the sparky has already charged back up and will instantly kill the defending troops that just got placed.  Once this starts happening, it is very easy to get a three crown victory because your enemy is elixir deprived and you can just keep sending troops at him.  However, your opponent can place an inferno to stop the push fairly well, and that is buy using the inferno tower.  I recommend zapping the enemy’s inferno tower when it is on its second stage of damage.  This will let the giant survive the longest amount of time and it will not get the highest damage setting until the very end of his life.  With that counter down,there is only one more to address. and quite possible the easiest to think of, the minion horde.  You can counter this by having your spear goblins, a quick and easy card, support your push behind the royal giant.  Along with the help of your zap, you should be able to easily take down the minion horde without having to much damage be put onto your giant.  By knowing and memorizing how to stop your enemy from countering your push, you should be able to drastically improve your three crown to win ratio.

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.  With the giant and sparky already costing a lot, you want some cheap cards in your deck. 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.

Sparky- The sparky is the main support to your giant.  It costs six elixir, just a little more than the giant so you will be making very expensive pushes.  The sparky is mainly there to kill any barbarians that your enemy will spawn.  However, if it does lock on to the enemy arena or crown tower, you will bring that tower down extremely quick.  The sparky also has a defensive capability but I highly recommend you do not use it for defense.  The reason be hind this is the zap spell or any disruption spell.  If you see an enemy push with a hog rider and barbarians, you may think that a sparky can kill all those troops and give you a huge elixir advantage right?  While this can be true, it is very likely that your enemy has a zap in their deck.  If they do, they can zap your defending sparky right when it is about to shoot  and give them a huge advantage.  They will most likely destroy the tower they were aiming for super easily and also kill your sparky .  They ill also probably get a lot of your king’s tower health down if not completely destroy it.  In these cases, I think the rewards do not outweigh the risks.  The sparky is strong against the barbarians and any other troops below 1400 health.  It is very weak to any air troops like the minions or the minion horde.  It is also weak to spawner buildings like the tombstone, the barbarian hut, the goblin hut, and the furnace-those buildings provide the enemy with big distractions.  Additionally a rocket, depending on its level, will either almost destroy a sparky or kill it off completely.  If the enemy does have a rocket you should not place your sparky anywhere close to your arena or crown tower.  You do not want to have your sparky near your arena or crown tower because if your opponent has a rocket on hand, they can send it and hit both your sparky and tower.  This will give your opponent an equal elixir trade but give him a few hundred hit points off of your tower for free.  The sparky downs massive damage and can take down a tower in only two shots.

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.


Cannon-  The cannon is your main defense against building targeting troops like the giant, the hog rider, the balloon, the royal giant, and the golem.  Make sure you have good placement with your cannon because its five and a half tile range is very short.  Also, you should never pre place a cannon.  If you do, your enemy can send any air troop, like the three elixir minions or the baby dragon, and destroy it without taking any damage.  You enemy can also just place a single musketeer and out range the cannon.  This can make you basically waste your defense and make you lose three elixir.  Also, you cannon is out of your hand which makes it a lot harder to defend from the defense targeting troops like the giant, balloon, and hog rider.  If your opponent doesn’t have those troops or they just used it and you have the cannon in your hand, you can use the combination of the ice wizard and cannon to defend from hordes of small group troops.  A cannon and ice wizard combo can defend from barbarians.  The cannon is very cheap which makes it have synergy with the rest of your deck.  Since you have two very expensive cards in your deck, having the cheapest defense in the game will help you on defense when you are on low elixir.  The cannon is strong against weak ground troops like the skeletons, the archers, the spear goblins, and the regular shank goblins.  The cannon, if provided with some sort of distraction, can be good against the prince, the the mini pekka, the barbarians, and the valkyrie.  The cannon, being only able to attack ground troops, is very weak against the three elixir minions, the minion horde, the baby dragon, the lava hound, and the balloon.


Tornado– The tornado card is a very interesting card.  Paired with any type of slash damage, you can take on huge pushes with minimal elixir in comparison.  One combo you can do from this deck is the tornado log combo.  The tornado brings all the enemy’s troops together and the log hits all of them at once putting great value on your log.  The other combo from this deck is the tornado and the sparky combo.  Like before, you place your tornado to group all the enemy’s troops in one area.  You then drop your sparky so he can attack all the enemy’s troops at once do deal a lot of damage.  The tornado is also a great counter to hog rider decks.  This may take some practice, but one you get it down this trick is very strong.  When the enemy payer places down their hog rider, you place your tornado in a way where their hog rider is brought to the center.  Once the tornado dies down, the hog rider targets your king tower, not one of the two side crown towers.  The hog rider has just enough health to hit your kings dower once which activates his big cannon.  This cannon will help you with more defense.  This gives you free stats for basically no cost which may be the difference from winning the match and losing the match.  Because of this, the tornado deserves to be in your deck.  The tornado works extremely well against the hog rider, the spear goblins, the goblins, the goblin horde, the skeletons, the minions, the minion horde, the skeleton army, and the barbarians. The tornado does not work well against tanky troops like the golem, the pekka, the lava hound, and the giant.

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 fnd 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.