'sup fellas, here's a killer Payfecta deck I stole from SurgicalGoblin.. at first I felt like this deck had potential - it felt so solid but I thought it lacked any offensive power to punish mistakes, after some practice with it and getting to know the combos in it, I've come to realise I was so very, very wrong.
Here's the deck:
It's Miner, Ice Wizard, Princess, Log, Ice Spirit, Mega Minion, Lightning, Inferno Tower.
Card BreakdownMiner
Main source of chip damage, which is how you'll get most your damage done on towers in some games. Things to note are - he should be used to destroy Princess and Elixir Collectors before using him as chip damage on towers! I find this to work out better for me for some reason.
If placed correctly, he can actually 1v1 Muskateer and win, good to know if there's a Muskateer behind a Giant etc - Miner can totally take that out! Same for Witch if placed correctly. Probably a few other cards too but I've been using him to jump into the backline to deal with the opponents DPS this way, and it's been working wonders, even if he loses, he distracts them long enough for them to not be an issue when the time comes (i.e after you melt the tank).
When used offensively, dropping Ice Spirit BEFORE you deploy Miner, means the tower will target the Ice Spirit, THEN get frozen, THEN target Miner. So Miner gets a couple of extra hits in for a measly 1 elixir. It all adds up and wins games.
The main thing I want people to know is that Miner is awesome on defence - he's great for tanking say, Bowler or something, while the tower takes it down. He's not a part of the main defence of this deck, but he shouldn't be used purely for chip damage on towers and for elixir collectors or Princess - he actually do really well 1v1 when dropped right on the opponents DPS units in the back. Try it out!
Ice Wizard
The heart of this decks defence. Total beast card in this role.
With proper positioning he alone can take out a Minion Horde.. he can hold up Furnace chip damage.. he can prevent entire pushes from breaking through..
The Ice Wizard is one of the best cards in the game right now, especially against this tank meta we're in - he straight up holds them all down and severely mitigates the damage you take.
He needs to be positioned correctly though - do not place him right next to your towers, a little further away works better for me because it helps him not be struck down by Lightning, and it also works better as a defensive move full-stop to drag enemy troops AWAY from your towers, not CLOSER to them.
I see this mistake a lot when fighting other Ice Wizards and it makes him almost useless. Sometimes he works best being placed slightly in the opposite lane - drags the opponents a little further away from the tower.
He is basically this decks tank, and should be present against any and all incoming pushes. You want the opponents to lock on to him before anything else.
Princess
Perfectly compliments the Miner style of play with constant chip-damage and on defence, she is brilliant against hordey units this deck might struggle with due to no AOE spell.. Minion Horde, Barbarians, Skeleton Army etc..
You will usually want to place her FAR away, in the opposite lane, or if you plan on going balls deep on that particular counter-push, drop her way behind your own tower so she can come help out.
Don't underestimate her range. She was my first legendary, been in my decks for months, and I feel like I'm just NOW getting better at using her properly and making use of her incredible range.
That incredible range is why she should be placed so far away from the action so the other guy can't get huge value by Lightning down your entire deck or anything, you definitely want Princess to be so far away she feels like a completely different threat and must be dealt with separately to everything else.
She is how you might begin to pressure the opponents other lane when they drop a Giant in the back etc and she is a great first card to play.
If the opponent plays a Princess at the back, play yours up at the bridge to take her out.
Log
The Log is excellent atm and is our main form of defence against Goblin Barrels in zap bait decks. It also does really good damage against Barbarians etc and is a great way to take out Princesses.
One thing I've learnt is if the enemy runs a zap bait deck, hold Log for Goblin Barrel and use Miner on their Princess.
It's also brilliant against those people who try to spam you with like a Giant + spear gobs, fire spirits, etc all in a row - I have NO idea how they're up here at 3800, but they are, and they're the easiest wins in the game.
Ice Spirit
Super useful card, fits in perfectly and not just being used for the lulz. It combos so well with Miner. It helps our defence a whole lot too.
Since we aren't running zap - this guy is how you counter enemy zaps on your tower - I always assume the other guy has zap, and I will pre-place Ice Spirit just out of zap range so that if they DO zap the tower, Ice Spirit will freeze them up and Inferno Tower will still do it's job.
That trick has won me so many games it's ridiculous. People are so predictable. For 1 more elixir, I can now completely dissect their entire push because the big bad Giant or Golem etc is now dead. 1 elixir and I've made sure the tank is GONE. It's amazing when you do it in game and then your counter-push is going to be on like full HP, because the tank died so early.
Very deadly.
Mega Minion
Yeah, big bad Mega Minion. He fits in here as what he does - air unit, not easily dealt with via spells, decent damage - is the perfect compliment to this deck. He's not just here because it's meta, he genuinely compliments the deck.
He is a purely defensive unit IMO and should be placed so that he aggros other Mega Minions. I find him to get decent value either placed out in the middle, or up in the corner of the bridge + river, depending on what he needs to take down - things like Bowler etc that can't target him, you'll want him right up there on them, but for luring out other Mega Minions I find him best in the centre.
On counter-pushes, you'll want to throw a Miner + Ice Spirit up before Mega Minion crosses the bridge if at all possible - he'll do some massive damage if he reaches the tower.
He's also a better choice than Princess or Ice Wizard, to defend your Inferno tower against Minions. If the opponent is using the 3e Minions to take down your tower before their tank can come over, Mega Minion will distract and destroy them all no sweat. Very cool.
Lightning
Super powerful in this deck, works better than Fireball or Rocket as well. The synergy between this and the Miner is simply insane.
When you throw a Miner, most times the other guy will drop a single unit and then sometimes another single unit for a counter-push - BOOM BOOM BOOM Lightning all that down.
The more I make use of Lightning, the more powerful I feel it is in this deck, the more sense it makes. This deck has a really quick cycle and you'll have things like Miner etc back in your hand before you know it, so throwing out Lightning when you can isn't a bad play to make, it works out better for me to make use of it where possible, rather than hold it for that last second win.
It's great for countering Sparky since we don't have Zap, and it's great for completely obliterating loads of pushes if you've got the elixir to spare. I personally prefer to snag the opponents tower + units rather than wait for 3 units to clump up, just makes sense to chip some more damage off - synergises with how to play this deck properly too.
So so so many uses. I feel I could type forever just on Lightning. It's fast becoming my favourite card.
Inferno Tower
Well we all know how to use the Inferno Tower. One important thing is do not pre-place it when you feel you have no other cards. Go ahead and drop a Miner up there. Or Mega Minion in back. Or Princess. Anything but the Inferno Tower.
A pre-placed Inferno Tower could lose you a game against the Royal Giant, and he's absolutely everywhere atm at least for me. You do not want to get caught off-guard even one single time this way. Some decks run Hog + RG now, so you will get caught off guard then, but after that one time, make sure to deal with Hog WITHOUT the Inferno Tower, save it for RG.
Against things like Golem etc, you'll want to protect the Inferno Tower from being distracted until the tank is down - you definitely want to throw Mega Minion up to protect against Minions. Or Princess etc to help take out little distractions like Skeleton Army and what not. The Log works wonders here too.
Do not let it get distracted until it's done it's job and you'll have a way easier time playing this deck.
I gotta go right now, but I'll be expanding on this post when I can with some strategies and tips VS other decks in my next update! Stay posted!
VS STRATEGIES
Brief atm but will expand.
Giant/Bowler- pressure opposite lane with Miner and Ice Spirit, or Princess or something when they drop a Giant or Bowler in the back, as always, and have Inferno Tower ready, positioned for maximum pull.
Do not let them build a big push.
They most likely have Lightning so be careful with your placement, don't clump units.. Princess way away in other lane..
Have Ice Spirit ready to freeze Giant after they zap your Inferno Tower.
Catching Muskateer, Mega Minion and tower is an ideal Lightning.
Constantly applying pressure is how to beat these decks. Don't go at them in the same lane because of Bowler.
Golem
Same with all tanks, pressure other lane, but go a bit harder on Golem decks because he's 8 elixir.
If possible, ice spirit, miner, princess is a great 7 elixir combo that requires opponent to spend elixir and you will still have enough for your Inferno Tower by the time Golem comes.. Ice spirit is awesome for holding up Golem and friends to let Inferno Tower do some more work after it's been zapped or lightning'd.
They usually have Archers now and Miner is great against them, as is Ice Wizard or Mega Minion, just make sure to focus Golems support first and NOT Golem himself or you'll lose like you would using any other deck.
You outcycle Golem decks and should always have counters on hand. Always always always focus support. Mega Minion is brilliant for taking care of Golem after him and others have taken out Golem support.
Log will kill Tombstone and all skellies inside when it's at just under half health or so, cool trick for unclogging the lane. Miner completely bypasses Tombstone for chip damage.
Ice Wizard, princess and mega minion are all okay against Graveyard and can turn into a decent counter push. Waiting a bit and dropping Log and/or Ice Spirit will also slay the Graveyard and not lose you elixir. Need the skellies to build up a bit first. Miner does surprisingly good job when dropped in the centre as well in a pinch.
Lavahound
Same as with Golem, consider not dropping the ice spirit though to save elixir. If you can't do Miner + Princess you will have to defend first with Inferno Tower (2 tiles towards centre if hound placed far corner).. then apply pressure asap.
Applying pressure in opposite lane is absolutely crucial with this deck and all other decks against these tanks.
Lure Mega Minion out with your own Mega Minion or however you can, he is the damage dealer here, you need him dead. If you can snag a killer Lightning on MM and friends without having no elixir then go ahead and blow em up.
Be careful of Miner or Lumberjack etc that might sneek in, definitely want to sick Miner on them or Ice Wiz etc to hold them up til you can drop them. The Log actually does great against this stuff.
Don't let them build up crazy pushes. Always apply pressure to other lane EVEN IF OTHER LANE HAS MORE HP. Same for all tanks imo unless in overtime and you want to snag the W to end game.
Be careful of lightning and always play princess miles away. Don't clump units. This is way easier if you apply pressure so you never really having to defend against monster hound pushes.
Royal Giant
Save Inferno Tower for him, always, and drop mega minion on him and his friends.
Ice spirit is invaluable for countering zap. Ice wiz mitigates loads of damage.
I shoot miner up for the counter push before RG is even fully dead because this deck destroys RG decks.
Due to the nature of RG pushes, there will always be times lightning can get huge value.
Do not Log RG when Inferno Tower is on him, massively important - you'll push him out of inferno towers range and that sucks. Wait til Rg is dead THEN log his support.
Usually on ladder, he has barbarians and minion horde. Be prepared to defend your inferno tower against the hordes with princess and/or Ice Wizard. A well placed mega minion can help fight minions up there and then move on to RG himself.
I find RG decks easy wins by countering and applying pressure.
Hog Rider
Not a problem with this deck. Inferno Tower.. ice wiz, mega minion, ice spirit, lightning.. Hog decks are dead in the water against this deck and if you constantly pressure and chip on them with Miner, things get so annoying for them.
Lightning messes up trifecta pretty badly.
Against that hogyard deck with tombstone, apply pressure always, remember they do pack fireball so don't clump your units together at your tower... Be prepared for graveyard, mega minion, ice wiz, miner log+ice spirit as mentioned earlier, princess etc loads of counters for graveyard.
By applying constant pressure, they'll find it so hard to build up that deadly push with tombstone, archers, ice golem, hog and graveyard. Just pressure pressure pressure. I haven't had much trouble with these decks and the better I get playing this Payfecta deck the more I feel it counters hog decks.
Hoping to expand when I can with some more stuff and if possible some replays VS these decks would be nice.
EDIT
I've been experimenting with a more offensive version of this and also been having great success.
It simply replaces Lightning for Fireball and Mega Minion for Minion Horde.
The offensive version is more vulnerable to spells etc but the Horde packs a lot of firepower some people might prefer in a deck like this, and they also offer a quick way powerful combo with the Miner.
You can also combo the horde with an Ice Spirit to take care of people who are countering your horde with Fire Spirits.
The Minion Horde provides an alternative unit to Arrow or clear with a spell to the Princess, so you should never ever clump these cards together.
If played properly Princess will rarely be in the same lane as the Horde anyway.
Fireball offers a better defence against all the over levelled barbarians and minion horde I face on ladder.
This slight variation feels very similar to play, though it now packs a quicker defence spell and a lot more firepower + punishing capabilities.
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