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Hog Archers Cycle Deck for Arena 12
A no legendary Hog cycle deck for only 2.8 elixirs!
Written by: Approved and Originally Published by: Updated on .

Overview:

Hog Archers Cycle Deck for Arena 12
archers.png cannon.png fireball.png hog_rider.png
icegolem-card.png IceSpirit.png mega-minion.png zap.png
thumbs.GIF
COPY DECK AND PLAY!

Evaluation:

Category Evaluation
Offense Easy and quick cycle at 2.8 average elixirs.
Go on offense with either the Hog Rider or deal chip damage with your Archers.
Defense Cannon to deal damage and lure tower locking units.
Ice Golem and Ice Spirit to lure and cycle your cards.
Archers and Mega Minion for both air and ground unit.
Watch Out For Inferno Dragon
Inferno Tower
Heavy tanks - if this is the case, cycle your cards immediate and go for the win right away.
Tested Working in Arena 12 - Last Balance Update after Posting: September 3, 2018

Offense:

Offensive Cards:

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

icegolem-card.png hog_rider.png archers.png
  • Note - Cycle your cards for a quick and fast push. You can also have the Ice Golem + Archers push. You can also use the Fireball to deal chip tower damage along with any unit nearby.

Win Conditions:

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

hog_rider.png

Spells:

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

fireball.png zap.png
  • Note - Fireball for stopping pushes and tower chip damage. Zap is for cheap swarms and resets.

Defense:

Defensive Cards:

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

cannon.png icegolem-card.png IceSpirit.png archers.png mega-minion.png

Buildings:

cannon.png
  • Note - Guards your base, lures, and attacks intruders.

Anti- Air:

These are the cards against flying units:

archers.png mega-minion.png IceSpirit.png
  • Note - The Ice Spirit will provide your units enough time.

Elixir Collector Counter:

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

fireball.png

Three Musketeers Response:

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

fireball.png

Note - Use the Fireball to eliminate the 3M. Add The Log if you weren't able to finish.

Synergies:

Combos:

These are the cards that are normally played together:

Ice Hog
icegolem-card.png hog_rider.png IceSpirit.png
Icey Archers
icegolem-card.png archers.png IceSpirit.png
Defense
cannon.png archers.png mega-minion.png

Card Counter Sheet:

Your Cards Best Against Can Be Countered By
archers.png Balloon
Lava Hound
Aerial Units
Ground Units
Lure
The Log
Arrows
Splashers
cannon.png Tower Locking Units Ground Swarms
Aerial Swarms
fireball.png Three Musketeers
Barbarians
Crown Towers
Buildings
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
IceSpirit.png Bats
Minion Horde
Minions
Zap
Arrows
The Log
Splashers
mega-minion.png Balloon
Lava Hound
Baby Dragon
Ground Units
Aerial Units
Musketeer
Flying Machine
Inferno Dragon
Ranged Units
zap.png Sparky
Inferno Dragon
Inferno Tower
Ground
Swarms
Aerial Swarms

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