Hey guys Chinshit here with another deck I want to present to you, the Giant 4 Musketeer.
This deck was created by Tobias Spirithawk and in my opinion, this is a very effective deck to run in challenges because of just how surprising it can be and also how strong it is on defense as well as offense!
Now onto the deck.
Giant 4 Musketeers
Giant- Main win condition of the deck! Most the output damage will be coming from your Giant smacking the Tower.
He will be used to soak up hits for your supporting troops. Giant is also better than Golem in this deck because of his 5 Elixir cost. Only 1 Elixir more than a Hog and you are less likely to get punished for a Giant in the back.
He is also much better than a Golem at rushing if the opponent pumps up and you have a good punishing hand as well!
3 Musketeers –This deck has 3 tanks. Giant, Mini P.E.K.K.A and the Ice Golem. This allows for it to function as a hybrid deck. Both Giant beatdown or a 3 Musket cycle.
Ideally in 1x Elixir, don’t play the 3 Musketeers simply focusing more on a standard push with Giant, Musket, Mini P.E.K.K.A and Zap/ Log.
This is a very strong push and can take out most defensive troops because of the sheer amount of damage the Mini P.E.K.K.A will dish out.
Musketeer- This is the surprise card of sorts.
If you see a Lava Hound coming for an example, you can split 3 Musketeers by putting 2 Musketeers on opposite lane and 1 on same lane drawing out a Fireball for an example. Then place down the lone Musket once they get spelled off, having 2 Musketeers shreding the Lava Hound and then put Giant in front!
Also she’s a far cheaper defensive option for air troops as defensive 3M in 1x Elixir can be expensive.
Elixir Collector – This deck having an average cost of 4.3 Elixir is not cheap by any mean. Therefore Collector is the key.
Place the Collector and protect it as long as you don’t overcommit on defense and you will be golden.
Getting 2 collectors down will give me the green light to play offensive 3 Musketeers behind a Giant.
Splitting them depending on what spell my opponent would have. For example, If he have a Fireball, I’d avoid stacking Musketeers behind my Giant at all keeping only one of them there and no more!
Mini P.E.K.K.A- This card is mainly for tank killing. Also as one of the 3 Musket tanks.
You can simply toss a Mini P.E.K.K.A in front of 3M if you want to have a quick push and earn a response. Good thing about a Mini P.E.K.K.A + say 2 Musket push is the incredible DPS. Which would equate to no counterpush almost all the time!
Though I do recommend only really combing the Mini P.E.K.K.A with say a Giant+ Musket push with Zap in hand. This way the Mini P.E.K.K.A can defend the Musketeer.
Also typically till you get some pumps down, you will want to keep this card to defend big tank pushes.
Bats- With their buff similar to the 3-4 Skeleton idea, Bats are suddenly everywhere.
Their DPS is in a word. Insane.
To get straight to the point, you pay 2 Elixir for Bats that have more DPS than the buffed Mini P.E.K.K.A! Which in my opinion is value city.
Can shut down a Balloon in mere seconds. Though they can get Zapped off the map, it’s an even trade and with the rise of Log bait people are more likely to run Log instead.
Ice Golem- Kiting, good for the tank and spank strategy (tank Baby Dragon or Wizard with Ice Golem and Bats to kill em) also a tank for your Musketeers.
Very versatile and mainly a defensive card till you get the Pump advantage. Good for cycling as well.
Zap/Log- This deck lacks reset so in my opinion Zap is a far better choice for the deck than Log but it is slightly weaker to Log bait in that case. Just try both.
I’ve had success with both variants, the deck is strong nevertheless just Zap would make it better vs Inferno Tower etc while Log will be better vs spell bait.
Zap and Ice Golem also synergise really well vs say a Horde behind a tank etc as well!