BACKGROUND INFORMATION

This deck is centered around all the cards being green.  Since there are not many green cards, most of them will be goblins in addition to the log since I ran out of green and the grass in the picture is green.  I made what I think is the most viable deck considering all the red cards available in the game.  I have tested this deck at around 4000 trophies and had about a 50% win rate in ten games.  Even though this is a small sample size, I felt that my deck was fairly strong through all the matches.  The hardest decks that I went were the decks focused on a high health tank like the golem or lava hound in addition to either the zap spell or freeze spell.  Those resetting spells will completely destroy your infernal tower defense and they will steam roll you pretty easily.  Luckily I did not have to fight against those decks that much.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is 4.1 elixir  and the following cards used are:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

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.

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 hog in a push.  When you do this, the damage is not coming from the hog 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 hog rider.  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 pig push the Hog.  Pig pushing will be explained in the hog section of this article.

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 one 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.

imagesBaby Dragon-  The baby dragon is a pretty good splash damage troop for arena five.  At the higher arenas, he starts to fall behind on the power curve because there are less common troops he is good at countering.  The baby dragon in arena five still does fairly well against the troops present because he still has a decent amount of health and does a decent amount of splash damage.  The baby dragon can kill the spear goblins, the goblins, and the skeletons in one shot.   The baby dragon can also two shot archers, the three elixir minions, and the minion horde.  The baby dragon can also effectively kill all your enemy barbarians without taking a single hit.  The baby dragon in a sense can kill all melee ground troops without taking damage because it is an air troop.  The baby dragon can also be on the offensive, not just the defensive front.  If you want, you can send the baby dragon a few second before you place down your hog rider.  Your baby dragon will agro your enemy’s arena or crown tower before your hog rider does so your hog rider will be able to last longer and do more damage.  Additionally, the baby dragon may be able to distract any minions your opponent may have placed down in order to react against your push.  This baby dragon will most likely make the minions attack himself so the hog still will not be damaged.  This will increase the time your hog rider is alive and thus allow your hog rider to do more damage to your enemy buildings whether its a spawning hut or their arena or crown towers.  The baby dragon is strong against the small swarm troops listed above but is weak to a few sellect troops.  The wizard will die to the musketeer, due to its lack of point damage; the wizard, due to its inferior damage; and the ice wizard, the baby dragon becomes too slow in attacking to do any good damage.

Goblin Gang- The goblin gang is a mic 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 wittle 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.

Infernal Dragon- The infernal dragon is a pretty good single target damage troop for this deck.   The infernal dragon  still does fairly well against the meta  troops present because he still does a incredible amount of single target damage if he gets his third beam out.  The infernal dragon can kill the pekka, the golem, and the giant very quickly.   The infernal dragon can also kill princes, hog riders, and royal giants effectively.   The infernal dragon can also be on the offensive, not just the defensive front.  If you want, you can send the infernal dragon a few second afteryou place down your goblin gang or other goblin cards.  Your baby dragon will wreck your enemy’s arena or crown tower and your goblins will tank for your infernal tower so the infernal dragon can get more damage off.  Additionally, the goblins may be able to distract any minions your opponent may have placed down in order to react against your push.  This infernal dragon will most likely hide behind the minions and have the goblins attack it so the infernal dragon still will not be damaged.  This will increase the time your infernal dragon is alive and thus allow your infernal to do more damage to your enemy buildings whether its a spawning hut or their arena or crown towers.  The infernal dragon is weak against the small swarm troops listed above but is weak to a few select troops.  The wizard will die to the musketeer, due to its lack of point damage; the wizard, due to its inferior damage; and the ice wizard, the infernal dragon becomes too slow in attacking to do any good damage

Dart Goblin-  The dart goblin card is like the spear goblins but only one of them and it is stronger.  For being one of the the three dart goblins, it is surprising how well they perform.  The dart Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a one verse one with the help of your Tower, but it can also be used at the very beginning.  If the dart Goblins is 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 the dart Goblin chip 200 damage off their tower.  200 may not seem like a whole bunch, but do that 2 or three times in a match, and you got yourself 500 free chip damage.  The dart 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 dart goblins are extremely vulnerable to most damage units like the musketeer, the Valkyrie, the prince, the bowler, the fire spirits, and the miner.  The spear goblins are also very vulnerable to any direct damage spells such as the fire ball, the arrows, and the lightning spell.

SPELLS:  THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

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.