What’s up champs! We are back to something awesome today. Welcome! Welcome! The kingdom wants to give some interesting Mortar Barrel combination. For those of you who like this kind of style, it’s your lucky day.
First of all, the deck up above is optional. You can replace some of the cards as long as the job description is entirely the same. Since we’re going to rely on the mortar and barrel in harassing the enemy’s base, we have to cycle the rotation of the card gently, to make the mortar and goblin barrel available all the time.
Here I am going to elaborate a little on the cards I have chosen.
Ice spirit is the one you have to include in this deck. Aside from the benefit of cycling card. It costs only one elixir. Most noteworthy, this walking ice can freeze the enemy for a while, making them vulnerable. This is just currently meta, you know.
Fire spirits can deliver three splash damages. These hot balls are just the ones we need in supporting the attacking army. Minion horde? Skeleton Army? Goblin Gang? You name it. With fireball card in your deck, you will always have the elixir advantage.
Zap is just the one efficient spell in this deck. The zap can give any inferno dragon/ inferno tower users such a hard time. You have to utilize the ability of the card in resetting and restarting the inferno’s gradual damage.
Hmmm… The yellow mustache guy will have the role of a damaged receiver. In case the enemy launches a high damage dealer such as P.E.K.K.A, Giant Skeleton, etc. you will have to use him out front to sacrifice himself so the tower will remain safe and sound. If you find a massive attack from the enemy the combination of the Ice Wizard, Tornado, and this guy will be an excellent strategy in defending.
Mortar is the primary card here. You have to place the mortar beautifully to get the full benefit of destroying the enemy’s base. Always be careful in deploying this card, ok. Just mind your placing and timing when and wherever you decide to use the mortar.
Fireball is just an end-game card. The fireball can deal an average-damage. Also, since the fireball is the only damaging spell you have on this deck, you might want to rely on your patience in deploying this card. When you see some massive or critical tower, then you can deal the card.
Musketeer is the only ranger on your deck. She is the primary damage dealer on this deck. She can take out any cards in the game. All we need to do is just to protect her. Always put at the very back of the line in your attacking style. She is only essential in both attacking and defending.
Goblin barrel is the primary strategy here. The card is a spell, FYI. You can toss this spell wherever you want in the arena. The primary job for this card is to keep harassing the enemy’s tower and take them out with the rocket when you have the chance.
First minute of the battle
At the beginning of the fight, you might want to start harassing the enemy’s tower with your mortar and see what kinda card your enemy use to counter this attempt. However, remember to use only the mortar, don’t rush in, guys!
From 2 minutes
At this period of the time in the battle, you might want to consider your play style accordingly to your enemy’s strategy. You can see what deck, counter card or attacking method that your enemy’s use. This way, you will have advantage how to deal with them. Just decide wisely whether when to give your full attack.
Last minute – sudden death
At this moment, you might want to keep harassing the enemy’s tower with your goblin barrel with the help of your mortar whenever the cards are up on your bench. Keep deploying! And keep deploying! Until you can one fireballing it. As for the rest of the cards. Just defend to make a counter-attacking wave. Never use any other of the cards to attacks, only the mortar, and the goblin barrel, ok! You can also use the fireball to kill incoming attacks if you see the offense is so massive.
How about that? Any suggestions or questions? Fill in the comment column down below, and don’t forget to share it with your fellow clanmates. Verd, peace out!