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Miner 3M Ram Zappies Deck for Arena 11 to 12

The 3M never lost their spot in the meta and it is still strong!
Written by: Approved and Originally Published by: Updated on .

Overview:

Miner 3M Ram Zappies Deck for Arena 11 to 12
Battle_Ram.png elixir_collector.png icegolem-card.png miner.png
minion_horde.png three_musketeers.png zap.png zappies.png
thumbs.GIF
COPY DECK AND PLAY!

Evaluation:

Category Evaluation
Offense Miner and the Ice Golem to provide a quick tank for the Zappies, Battle Ram, and Minion Horde.
During double elixir, unleash the fury of your Three Musketeers.
Defense Zappies for quick defense.
Ice Golem to lure.
Minion Horde to bait spells.
Miner for defense if necessary.
Watch Out For Mega Knight
Fireball
Tested Working in Arena 11 - Last Balance Update after Posting: April 24, 2018

Offense:

Offensive Cards:

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

miner.png Battle_Ram.png three_musketeers.png
  • Note - Have the Three Musketeers split behind your king tower. A pair of Musketeers will go towards one lane and the single one to the other lane. Put down the Ice Golem in front of the pair of Muskets and then have the Battle Ram join the lone Musketeer. The opponent will now have to choose which lane to defend. If they decide to Fireball, go with a Miner + Minion Horde. Sometimes a naked Minion Horde can do the trick if they don't have a ranged AoE unit on hand.

Win Conditions:

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

miner.png Battle_Ram.png three_musketeers.png

Spells:

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

zap.png
  • Note - Zap for swarms and to reset Infernos and Sparkys.

Defense:

Defensive Cards:

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

icegolem-card.png minion_horde.png zappies.png miner.png
  • Note - Use the Miner for defense if necessary.

Buildings:

elixir_collector.png
  • Note - Gives you an elixir advantage over time.

Anti- Air:

These are the cards against flying units:

minion_horde.png zappies.png three_musketeers.png
  • Note - Your anti-air are weak against the Fireball, make sure to move them away from each other.

Elixir Collector Counter:

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

miner.png

Three Musketeers Response:

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

minion_horde.png zappies.png

Note - This deck doesn't have a direct counter against the 3M. Alternatively, you can use the Ice Golem to distract and Zappies or Minion Horde to finish them off.

Synergies:

Combos:

These are the cards that are normally played together:

Ideal Push
icegolem-card.png three_musketeers.png Battle_Ram.png
Quick Push
miner.png zappies.png
Defense
minion_horde.png zappies.png miner.png

Card Counter Sheet:

Your Cards Best Against Can Be Countered By
Battle_Ram.png Crown Towers
Buildings
Skeleton Army
Minion Horde
Goblin Gang
Ground Swarms
Aerial Swarms
elixir_collector.png Miner
Poison
Fireball
Lightning
Rocket
Tower Locking Troops
icegolem-card.png P.E.K.K.A
Minion Horde
Crown Towers
Buildings
Ground Swarms
Aerial Swarms
minion_horde.png Balloon
Lava Hound
Giant
Golem
Mega Knight
Royal Giant
Single Target Units
Zap
Arrows
Poison
Fireball
Splashers
Ranged Units
knight.png Single Target Units
Tower Locking Units
Ground Swarms
Aerial Swarms
three_musketeers.png Ground Units
Aerial Units
Crown Towers
Buildings
Fireball
Lightning
Valkyrie
Executioner
Wizard
Splash Units
zap.png Sparky
Inferno Dragon
Inferno Tower
Ground Swarms
Aerial Swarms
zappies.png Inferno Tower
Sparky
Ground Units
Fireball
Aerial Units
Splash Units

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