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Mortar Hog Cycle Bait Deck for Arena 12

Fast cycle deck and push with either the Mortar or the Hog!
Written by: Approved and Originally Published by: Updated on .

Overview:

Mortar Hog Cycle Bait Deck for Arena 12
bats.png Goblin_Gang.png hog_rider.png IceSpirit.png
minion_horde.png mortar.png TheLog.png zap.png
thumbs.GIF
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Evaluation:

Category Evaluation
Offense Deck that has 2.9 average elixirs.
You have two win conditions, the Hog and the Mortar.
Easily switch between the two depending on your opponent's deck.
Defense You have swarm units to use both on offense and defense.
You can use the Mortar for defense if the opponent has a beatdown deck and just use the Hog Rider.
This deck has a spell-bait element.
Watch Out For Wizard
Executioner
Witch
Mega Knight
Arrows
Zap
Tested Working in Arena 12 - Last Balance Update after Posting: February 12, 2018

Offense:

Offensive Cards:

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

hog_rider.png mortar.png bats.png Goblin_Gang.png minion_horde.png
  • Note - Your push will rely on what cards your opponent has. You can push with the Hog Rider and make the Mortar as your defense unit or use the Mortar on offense just in case they have defense buildings or Tornado. If you're using the Mortar on offense, still use the Hog Rider to keep the pressure.

Win Conditions:

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

hog_rider.png mortar.png

Spells:

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

zap.png TheLog.png
  • Note - Zap to reset Infernos. The Log to push back and to get rid of ground swarms.

Defense:

Defensive Cards:

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

mortar.png minion_horde.png Goblin_Gang.png bats.png IceSpirit.png
  • Note - Your defense are highly vulnerable against Wizards, Executioner, and other splash ranged units. If facing one, you can use the Ice Spirit for a cheap freeze.

Buildings:

mortar.png
  • Note - Your offense/defense card.

Anti- Air:

These are the cards against flying units:

minion_horde.png bats.png Goblin_Gang.png
  • Note - All three are effective in stopping aerials but weak against Arrows, Zap, and Fireball. Make sure not to use them all at the same time.

Elixir Collector Counter:

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

mortar.png

Three Musketeers Response:

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

IceSpirit.png Goblin_Gang.png minion_horde.png

Note - This deck doesn't have a direct counter against the 3M. Alternatively, use the Ice Golem to freeze and any of the two to stop the 3M.

Synergies:

Combos:

These are the cards that are normally played together:

Hog Bats
hog_rider.png bats.png TheLog.png
Mortar Offense
mortar.png IceSpirit.png TheLog.png
Defense
mortar.png Goblin_Gang.png minion_horde.png

Card Counter Sheet:

Your Cards Best Against Can Be Countered By
bats.png Ground Units
Aerial Units
Crown Towers
Buildings
Zap
Arrows
Poison
Splashers
Goblin_Gang.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
IceSpirit.png Bats
Minion Horde
Minions
Zap
Arrows
The Log
Splashers
minion_horde.png Balloon
Lava Hound
Giant
Golem
Mega Knight
Royal Giant
Single Target Units
Zap
Arrows
Poison
Fireball
Splashers
Ranged Units
mortar.png Crown Towers
Buildings
Ground Units
Miner
Poison
Fireball
Lightning
Rocket
Tower Locking Troops
Ground Swarms
Aerial Swarms
TheLog.png Ground Swarms
zap.png Sparky
Inferno Dragon
Inferno Tower
Ground Swarms
Aerial Swarms

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