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Guards Magic Hog Cycle Deck for Arena 11 Tournaments
Deck with a good defense and can give you an easy Hog push!
Written by: Approved and Originally Published by: Updated on .

Overview:

Guards Magic Hog Cycle Deck for Arena 11 Tournaments
guards.png hog_rider.png icegolem-card.png magic_archer.png
mega-minion.png poison.png TheLog.png tornado.png
thumbs.GIF
COPY DECK AND PLAY!

Evaluation:

Category Evaluation
Offense This deck only has 3.1 average elixirs.
You have the Hog Rider and Magic Archer plus the Tornado for pushes.
Easily out cycle your opponent.
Three spells for support.
Defense The faster and longer range of the Magic Archer in exchange for the Executioner
Guards for your main ground defense.
Magic Archer for both air and ground unit.
Watch Out For Inferno Dragon
Inferno Tower
Heavy tanks - if this is the case, cycle your cards immediately and go for the win right away.
Tested Working in Challenges and Tournaments - Last Balance Update after Posting: February 12, 2018

Offense:

Offensive Cards:

These are the cards you use for offensive pushes or offensive attacks:

icegolem-card.png hog_rider.png
  • Note - Initially, play it slow and learn what cards will counter your Hog Rider. Once you already know your opponent's win condition and counter cards, play your Hog Rider to punish him. The Magic Archer and the Poison can deal chip damage.

Win Conditions:

These cards can let you win the game or beat a tower when ignored by the enemy:

hog_rider.png magic_archer.png

Spells:

You use the spell for attacking, defending, or countering:

poison.png TheLog.png tornado.png
  • Note - Poison for swarms and tower chip damage. The Log for ground swarms and to push back ground units. Tornado to pull units into a clump for your Magic Archer or to activate the King Tower.

Defense:

Defensive Cards:

These are the cards you use for defending or supporting your pushes:

icegolem-card.png mega-minion.png magic_archer.png hhttps://cdn-en.clashroyalepedia.com/cards/guards.png

Anti- Air:

These are the cards against flying units:

magic_archer.png mega-minion.png

Elixir Collector Counter:

These are the cards you can use against the Elixir Collector:

poison.png

Three Musketeers Response:

The Three Musketeers can beat towers when left alone. Here's what you should use:

poison.png TheLog.png magic_archer.png

Note - The Poison can deal chip damage. Push them with The Log and finish with the Magic Archer.

Synergies:

Combos:

These are the cards that are normally played together:

Ideal Push
icegolem-card.png hog_rider.png poison.png
Hog Magic Archer
hog_rider.png tornado.png magic_archer.png
Defense
mega-minion.png magic_archer.png guards.png

Card Counter Sheet:

Your Cards Best Against Can Be Countered By
guards.png Single Target Units
Tower Locking Units
Zap
Arrows
The Log
Splashers
hog_rider.png Crown Towers
Buildings
Inferno Tower
Inferno Dragon
High DPS Units
Ground Swarms
Aerial Swarms
icegolem-card.png P.E.K.K.A
Minion Horde
Crown Towers
Buildings
Ground Swarms
Aerial Swarms
magic_archer.png Beatdown decks, Minion Horde, Minions Fireball, Bats, Goblin Gang, Mini P.E.K.K.A
mega-minion.png Balloon
Lava Hound
Baby Dragon
Ground Units
Aerial Units
Musketeer
Flying Machine
Inferno Dragon
Ranged Units
poison.png Ground Swarms
Aerial Swarms
TheLog.png Ground Swarms
tornado.png Hog Rider
Miner
Ground Units

Video:

Watch SirTag as he explains how solid this deck is in terms of defense and an easy counter-push just by dropping the Hog Rider. A clean sweep 12 wins.

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