My journey to legendary with a deck no one else plays
TLDR: The deck I made legendary with:
Arena 9, 3024
level | troop |
---|---|
9 | King Level |
7 | Rocket |
7 | Musketeer |
7 | Mini-Pekka |
9 | Barbs |
4 | Baby drag |
9 | Arrows |
10 | Cannon |
9 | Skeletons |
Just made legendary yesterday with a deck no one else plays. I’m a F2P player - I started playing on US release and only upgrade the cards I use and rarely change them. All but 10 of my cards are lvl5/3/1 or below. Starting in Arena 4 or 5 I pushed through to Arena 8 (pre-Frozen), about 2200ish with this deck:
Royal Arena (pre-frozen), 2200ish
level | troop |
---|---|
7 | King Level |
6 | Rocket |
6 | Musketeer |
5 | Mini-Pekka |
8 | Barbs |
2 | Baby drag |
7 | Arrows |
7 | Spear Gobs |
I played this deck because I decided I would only upgrade the cards in my deck and at it becomes cost prohibitive to catch the other cards up. It was my deck, like it or not.
Royal Arena (pre-frozen), 2714
Stuck on the Royal/Frozen border
Back to high Frozen
New trophy high
Lucky Legendary
Deck comments
I've never see anyone else play this deck, not even close. I think it's probably a pretty bad deck. There’s really almost no synergy, it has poor options for starting cards, it’s very vulnerable to air decks, and gives the opponent chances for crazy elixir swaps for almost every card that enters into opponent territory. It’s also has big probs with valks, royal giant, ice wizard, air based princess decks, and miner. Because it is all about defending into overwhelming counter punches, it’s very vulnerable to fireball and building decks and hog decks that force your troops down and then just clobber them as they head to the other side. Bomber just rips this deck apart. It’s pretty good against sparky decks (rocket), giant decks (cannon), spawner decks, and prince decks (because of elixir swap opportunities -I always love seeing princes on offense). It does much better when the opponent slaps down cards next to their towers. I don’t know why people do this. Actually I do, because I do it too. Not a lot of rockets out there, and it can actually be really bad for the rocket player to do a crown/troop combo early.
Rocket is pretty tricky. Basically, if you mis-use rocket - miss the troop on troop/tower combo, or even get a favorable trade but at the wrong time - it’s fatal. You can’t make a mistake with rocket. I’ve seen people play zap really skillfully, i think it has a higher skill/creative cap, but you just can’t survive a mistake with rocket against a good player.
The key to this deck is musketeer and rocket. Basically, you do anything you can to keep musketeer alive. Just keep throwing troops in front of it (smartly), and then rocket-combo tower/troop if you can (but not at the wrong time). Rocket/arrow finish is pretty devastating if you can get a tower low enough, but it has to be the finish. Getting musketeer to 7 is nice because most people don’t have a high enough fireball, and a protected musketeer can be deadly even with a sliver of health.