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Overview and Strength:
It is no doubt that these Minion Horde can deal a great amount of work in shredding a tower. With the Giant plus the Miner to save the push they are in it for tower destruction. You don't have to worry about Arrows and other spells as you still have Minions to save the day.
The strength of this deck is its ability to save your push by dropping the Miner just before the Giant expires. Another strength is the Minion Horde are usually countered by a Zap which will usually just stuns them down to a sliver of health and still ready to do some shredding.
Giant Horde Beatdown Deck:
|Minion Horde||Minions||The Log||Zap|
- Electro Wizard - Very versatile unit that can do both support or defense. If your opponent has an Inferno Tower or Inferno Dragon, put him at the back of your push.
- Fireball - Push crusher. Use it when the opponent tries to do a slow push. If you're also up against a Minion Horde, Fireball it for a +1 elixir trade.
- Giant - Main tanker. Put him in front of your Minion Horde or Minions after they successfully counter troops.
- Miner - He will save your push or get rid of any Elixir Collector. Yes, he is way cheaper than Fireball.
- Minion Horde - Main win condition card. As they can be a menace, players bring them down with a spell or a splash unit. Lucky for you, you still have the Minions.
- Minions - They are your back up cards. If they take down your Minion Horde you still have them to defend or push.
- The Log - You can use it as a predictive spell against low hp units swarming your Giant.
- Zap - If you accidentally missed the swarm, you also have the Zap.
Clash Royale Strategy:
The Ideal Strategy of this deck is to have the Giant tank for your push and just before he dies, you deploy the Miner to tank for your Minion Horde / Minions. You counter the opponent's cards with your flying units and Electro Wizard and then drop the Giant at the bridge. You can also start slow by having the Giant at the back of your King Tower and then counter.
Since your win condition cards are counter cards, you can start with a slow push by dropping the Giant at the back of your king tower. Wait for your opponent to counter and use your Minions. He/she might answer it with a spell or AoE unit so drop another Minion Horde to finish them and then push with the Miner to save your Giant and your counter-push.
You have three spells in this deck, a Fireball to take out a chunk of his push plus his/her tower, Zap for flying units paired with the Electro Wizard's initial Zap splash damage, The Log for cheap ground units trying to stop your Giant.
As with any other swarm decks, splash units can pose a problem. You can get rid of them by distracting them with your Giant and then finish them off with your Minions. You can also use your Fireball if they are near the crown tower.
Watch how 'Wonder Brad shows off his win streak and a battle against a bridge spam deck.
The Giant + Miner combination is getting popular in the arena. The Miner usually saves the push to give you more damage to a tower. With 2 sets of Minions in your deck you wouldn't worry about your opponent taking it out with a spell as you will always have a back. It also has 3 spells to help you connect to a tower or to get rid of patches along the road.
Do you have Clash Royale decks you want us to feature? Feel free to use our SUBMIT A DECK feature on the site. If it is looking good, we will feature it on the site just like these USER SUBMITTED DECKS.
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