CR, Arena 9, Miner, Dart Goblin, Deck, Guide, Maps, Strategy, Gameplay, Map Function, Strengths, Weaknesses
An original association with a card that we rarely see played.
Dance Clash Royale, this deck, available from arena 9 will help you pass arenas and has also slipped into the legendary arena. the Minor is Represented quite often in the ladder and, without getting too wrong, he is a very strong card in general, if only for his ability to almost ensure damage, no matter what. We'll see why the author of this deck associates it with the Sarbacane goblin in legendary arena.
Trading Cards
Minor |
Sarbacane goblin |
Valkyrie |
Mega Gargoyle |
Skeleton Army |
Hell Tower |
Zap / Electrocution |
Fireball |
Average deck cost: 3,4
Strategy - Function of the cards
Minor : The first victory condition of this deck. He can be placed wherever you want on the map and he has a significant number of life points. As a result, he can insure you damage (in the vast majority of cases) and can also serve as support for other troops.
Sarbacane goblin : The second victory condition. Even if the unit has low hit points, its association with the Minor is excellent, since its damage is good and it only costs 3 elixirs.
Valkyrie : A good map to manage small ground troops (if you don't have the Zap) Et les casters (like the Sorcerer for example).
Mega Gargoyle : Your main anti-air troop, excellent against those who cannot attack in the air, but also other air opponents like the Ball or Baby Dragon.
army of skeletons : It is there against units on the ground having no splash damage, but, if possible, in support of a spell or other card, because of the Zap and arrows. If you want, you can take the Goblin Gang instead.
Hell Tower : Don't like tanks? She is there for that. As long as he is given free rein, your defense will be greatly facilitated.
Electrocution / Zap : She is present to manage weak troops, interrupt the cast of Zappy and others.
Fireball : Can handle medium troops and also be used to scrape and end towers late in the game, representing a third victory condition.
Gameplay
Early game and mid game:
For once, the way to play this deck is simple to understand and assimilate, because it applies almost to the entire game. Your goal from start to finish will be to defend or capitalize on laying high cost cards to place the combo Minor + Sarbacane goblin. The two units only accumulate 6 elixirs, are not easy to counter and above all, if left alone, they can do 1.700 damage (tournament mode), which is excellent. Of course, you always have to put the Miner first, because he must take tower aggro, while the Goblin works quietly.
Don't forget that your deck is also designed to have a solid defense, which can be seen in the spells and units that make it up. Therefore, do not take unnecessary risks on your main combo and know how to defend well, since you are able to do so. However, if your opponent drops a unit at a high cost, feel free to punish them with your combo.
Endgame - Double Elixir:
Similar to the Rider Cycle deck, your late game will be spent on increased unit defense and more aggressive spell usage, especially for Fireball. However, don't forget to keep the pressure on with your combo and, if necessary, use your gobelin in defense, even if it is not its usefulness from the start. As long as you remain solid in defense and that the work upstream has been good, your victory is promised.
Strengths and weaknesses
Strong points | Weak points |
Exotic combo, hard to counter. | No miner: no deck. |
Good defense, as expected. | Good knowledge of counters required. |
The low HP of the Goblin at Sarbacane. |
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