Miner+Hog+Bowler Control Deck
Hey guys, what's up? Today I'm going to be talking about this Miner Bowler Control Deck I've been using Lately.
I found it online, so I will give credit to the original maker of the deck right here.
So this deck is a control deck, meaning Counterattacks. You wait for your opponent to attack, defend with a bunch of troops so that 1) None of your troops die & 2) You receive minimal damage on your tower. Then, once you've defended, you go on the offensive.
The Miner- Great For Distracting Towers On Offense. Works well with the Hog Rider. Also great for taking out elixir pumps for a huge elixir advantage.
Hog Rider- Your Hog Rider is your win condition. Once your done defending, drop your Hog Rider in front of all your troops used on defense and watch him do all the work. If the only surviving defensive troops are some half health archers, go ahead and hit your opponent with a Hog Miner push.
Bowler- The Bowler is an amazing defensive card. With it's pushback effect and high health, this card takes care of most Hog Attacks (Obviously with support of other troops, but with its pushback effect, a lone bowler hinders a lot of hits from the Hog Alone) and also good against the Oh-So-Dirty Siege decks that are on the rise, clearing out the week distracting troops that your opponent drops while tanking damage from the mortar/xbow and dishing out damage as well.
Inferno Tower- The Inferno Tower is good for taking out Lava Hounds, Giants, Hog Riders, Royal Giants etc. I personally try to avoid using this card because then I can't start up a counter-attack, but sometimes is crucial to getting out of a tight situation.
Fire Spirits- Really useful with all those Bait decks being used out there. The Fire Spirits are a very versatile card, great on defense or offense.
Mega Minion- The Mega Minion heavily compliments this deck. With its high DPS and the fact that it can't be targeted by a lot of cards, it is an amazing card on defense, and if left alone in a counterattack, will deal massive damage.
Zap- A deck isn't a good deck without a Zap. The Zap is so good since it costs 2 Elixir, has a stun effect and does decent damage. With the Zap, you can make some positive elixir trades by zapping Minion Horde (Won't stop from dealing damage, but you can drop other troops to start a counterattack) Minions, Skelly Army, Goblin Barrel, and will also stop a lone Mega Minion from dealing any damage to your tower.
Archers- Archers are a very good card, and is underrated. If you're in a tight situation, you can use it to stop a princes charge, you can use it against any air troops, and start a counterattack, and also takes out Princess.
This deck is meant to destroy the current meta (Whatever that it :D)
Hope you enjoyed todays post! I'll talk to you next time!
I found it online, so I will give credit to the original maker of the deck right here.
So this deck is a control deck, meaning Counterattacks. You wait for your opponent to attack, defend with a bunch of troops so that 1) None of your troops die & 2) You receive minimal damage on your tower. Then, once you've defended, you go on the offensive.
The Miner- Great For Distracting Towers On Offense. Works well with the Hog Rider. Also great for taking out elixir pumps for a huge elixir advantage.
Hog Rider- Your Hog Rider is your win condition. Once your done defending, drop your Hog Rider in front of all your troops used on defense and watch him do all the work. If the only surviving defensive troops are some half health archers, go ahead and hit your opponent with a Hog Miner push.
Bowler- The Bowler is an amazing defensive card. With it's pushback effect and high health, this card takes care of most Hog Attacks (Obviously with support of other troops, but with its pushback effect, a lone bowler hinders a lot of hits from the Hog Alone) and also good against the Oh-So-Dirty Siege decks that are on the rise, clearing out the week distracting troops that your opponent drops while tanking damage from the mortar/xbow and dishing out damage as well.
Inferno Tower- The Inferno Tower is good for taking out Lava Hounds, Giants, Hog Riders, Royal Giants etc. I personally try to avoid using this card because then I can't start up a counter-attack, but sometimes is crucial to getting out of a tight situation.
Fire Spirits- Really useful with all those Bait decks being used out there. The Fire Spirits are a very versatile card, great on defense or offense.
Mega Minion- The Mega Minion heavily compliments this deck. With its high DPS and the fact that it can't be targeted by a lot of cards, it is an amazing card on defense, and if left alone in a counterattack, will deal massive damage.
Zap- A deck isn't a good deck without a Zap. The Zap is so good since it costs 2 Elixir, has a stun effect and does decent damage. With the Zap, you can make some positive elixir trades by zapping Minion Horde (Won't stop from dealing damage, but you can drop other troops to start a counterattack) Minions, Skelly Army, Goblin Barrel, and will also stop a lone Mega Minion from dealing any damage to your tower.
Archers- Archers are a very good card, and is underrated. If you're in a tight situation, you can use it to stop a princes charge, you can use it against any air troops, and start a counterattack, and also takes out Princess.
This deck is meant to destroy the current meta (Whatever that it :D)
Hope you enjoyed todays post! I'll talk to you next time!
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