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Hog Magic Cycle Deck for Arena 11 to 12
Pull units together for your Magic Archer or to activate a tower with the Nado!
Written by: Approved and Originally Published by: Updated on .


Hog Magic Cycle Deck for Arena 11 to 12
goblins.png hog_rider.png icegolem-card.png magic_archer.png
mega-minion.png poison.png tornado.png zap.png


Category Evaluation
Offense This deck only has 3.0 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
Goblins to lure, distract, and cycle your cards.
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 Arena 12 - Last Balance Update after Posting: February 12, 2018


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


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

poison.png zap.png tornado.png
  • Note - Poison for swarms and tower chip damage. Zap for swarms and to reset Infernos and Sparkies. Tornado to pull units into a clump for your Magic Archer or to activate the King Tower.


Defensive Cards:

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

icegolem-card.png mega-minion.png magic_archer.png goblins.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:


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.



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
mega-minion.png magic_archer.png goblins.png

Card Counter Sheet:

Your Cards Best Against Can Be Countered By
goblins.png Single Target Units
Tower Locking Units
The Log
hog_rider.png Crown Towers
Inferno Tower
Inferno Dragon
High DPS Units
Ground Swarms
Aerial Swarms
icegolem-card.png P.E.K.K.A
Minion Horde
Crown Towers
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
Flying Machine
Inferno Dragon
Ranged Units
poison.png Ground Swarms
Aerial Swarms
tornado.png Hog Rider
Ground Units
zap.png Sparky
Inferno Dragon
Inferno Tower
Ground Swarms
Aerial Swarms


'CLASHwithSHANE Magic Archer chest opening and watch as he battles beatdown decks and activates his king tower.

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