What an incredible day to have some clash, champs! Verd’s here. Today I will share a guide about one of the offensive building card, mortar. Well, without any further ado, let’s check the deck.

crk_support

 

Mortar Deck

Average Elixir Cost: 3.4

Play This Deck

The deck up above is still optional, as long as you think the job description of the cards is similar, you can replace them, though. 

There are primary cards or supporting cards whatsoever in this deck. All of them is to work together side by side. Most noteworthy, there is only a chief destroyer, which is the mortar. All you have to do on this deck is just to protect the mortar from any harm to come.

 

Cards

Here I’m going to elaborate a little about the cards.

Mortarmusketeer-card-clash-royale-kingdombarbarians-card-clash-royale-kingdomknight-card-clash-royale-kingdom

Mortar

This is the only offensive building in the deck. Yet, it is the secret weapon. Mortar works as the primary destroyer in the deck. As for the other cards, their job description is only to make sure the mortar can destroy the enemy’s base.

 

Musketeer

She is the best ranger to counter any cards in the game. Although the primary job description for her is to attack any units that try to topple the mortar down, also, she can be an attacker herself.

 

Barbarians

These four guys have the responsibility not only to help protect the mortar but also to defend your home. They can be an answer to any kind of massive attack in the game. 

 

Knight

This is the card that every player use to sacrifice. He can be so useful to be a kiter. Also, since he’s kind of tanky troop, he will work as a damaged receiver.

 

Supporting cards

 

Mega-Minion-Clash-Royale-Kingdom fire_spirits-card-Clash-royale-kingdomfireball-Card-Clash-Royale-Kingdomzap-card-Clash-Royale-Kingdom

Mega minion

Mega minion works as your guardian in the sky. This flying iron can help you keep the mortar alive from any flying intruder.

 

Fire spirits

These burning balls are just useful. They can wipe any swarm army for an elixir advantage. Minions/Horde? Skeleton army? Goblin gang? You name it.

 

Fireball

Fireball is an average-damaging spell. It is so useful to use against any massive attack. Just drop the meteor when you see some rain coming your way.

 

Zap

Zap is an efficient card to go with any type deck there are in the arena. It can re-target units and reset a gradual damage dealer.

 

Game-play

A little elaboration of the strategy.

 

First minute of the battle

You can bait the enemy first by harassing their tower. This way, you can see what strategy the enemy will use against you. It is much a safer bet if you go with your patients instead of your hunger.

 

 

From 2 minutes

Since you have seen the enemy’s strategy. You might want to consider your playstyle depends on your opponent’s response towards your attempt. If you have the advantage, you can go with your full force at once. However, if you don’t get the upper-hand, you have to wait for the double elixir moment to strike. Just hang on!

 

 

Last minute sudden death

This is the moment of every cycling deck. It’s not so rare to see two even three mortar in the arena launching the bombs to both towers on each side. Whether you get pushed by the enemy or not, you can still be in the advantage if you can play this deck beautifully. Only mind the placing and timing, though.

 

I have to go to have some nap, guys! Sorry, till next time! Don’t forget to share it if you find it useful. Let me know what you think, comment column, down below. Bye!

 

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