Try a "Micro Mega Minion" deck....
When Mega Minion (MM) was released I wanted to find a way to really test him out so I fiddled with various versions of the above deck. At first it was a troll deck, and my sole goals against my clanmates were to see what he could and couldn't do, offensively and defensively, and to try to even survive a game. That was before I bought the Lumberjack a couple of hours ago. And surprisingly, I figured out how to win a few. And then I won some more. (And then they all adapted and now it's hard against them.) Now I've played it in Challenge mode and a tournament (3rd of 50, but with Lumberjack) and it seems to actually work.
It's not the best deck, it's not going to be top 100, but damn if it isn't maniacally fun to see a horde of MMs and fire spirits do their thing and win for you.
My Deck: Replacement:
Rage (substitute Lumberjack if you own him) or experiment with Knight
STRATEGY:
This deck wins because of damage from three sources: MM, Fire Spirit, and Spear Goblins. The perfect scenario is:
The ice spirit leads, or is guided in by skeletons, and tags the tower
Cast Rage as your army crosses the bridge; if you possess lumberjack, have him cross now
Between two and four mega minions race to the tower and break it instantly
Spear goblins follow the MMs and provide protection and are a backup force, and fire spirits are additional insurance
Alternatively, ice spirit followed by fire spirits and then mirrored fire spirits is great if a lane is undefended and your opponent is out of elixir.
How? Every card is cheap. Learn to counter and kite and you'll be able to deal with almost everything with either just 1-2 cards, or, facing more dangerous incursions, by slapping down a high volume of troops and zaps in pinpoint locations with precise timing. Before long you'll be at a huge elixir advantage. Strike as above.
Mechanics of that attack:
Spawn a MM behind your king
Mirror him, typically on the same side of the arena but sometimes it's worthwhile to do so on the other to split, such as if your opponent uses lots of area troops and/or spells. You can perform this mirroring immediately or wait until your elixir is full again. It doesn't matter except the extent to which you want your opponent to see it coming (so later is generally better).
While they plod slowly forward, collect together your spear goblins and fire spirits...
Cycle quickly to get to MM and mirror again. If you continuously zap and spawn ice spirits, skeletons, and spear goblins, you can do what you want and your opponent will be very busy with his far less flexible deck.
Just before the lead MMs cross the bridge, toss your ice spirit down on the bridge.
Rage, with the top of the circle just slightly overlapping the tower so that MMs who bunch up around it will all be raged.
Deploy additional troops if necessary. Note that with this deck, you do not have to worry quite as much about overextending yourself as decks with more conventional elixir costs (but don't be reckless, either).
Have fun. It's a crazy feeling to be successful with this.
FINAL TIPS:
Not many decks use Mirror or Rage. It's a good strategy if you can avoid playing them during the first minute or so, lest you give away the surprise. The deck works because wtf who would play this? So the first time you use mirror should be of a MM next to another MM near the bridge, and you should be ready to rage them shortly thereafter. You only get to do this shock attack once, so don't tip your hand. (Like by posting this guide on Reddit.)
Mirror: once you've used it for the first time, go crazy with it. Fire spirit both lanes. Double zap to kill a princess. Surround a prince with six spear goblins, etc. Your imagination is the only limit.
DECK STRENGTHS:
If you play the right card at the right time, essentially by defending just on your side of the bridges, you'll get an elixir advantage for nearly every action.
Very fast cycling so you can almost always have the card you want.
MMs in pairs do appallingly high damage. Your opponent literally won't expect it when they first reach a building or tower.
DECK WEAKNESSES:
Poison....your stuff's dead. Fight elsewhere. Trick them to use it elsewhere.
Elixir Collectors...can't hit them. It's okay, you'll make up the elixir trades.
The MMs are the closest thing to being tanky, so in a protracted fight you'll need to be very actively placing new units in the right places.
Thanks
Keithustus for sharing such an informative deck guide with us, this guide first appeared on
Reddit.
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