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Hey guys its Twister once again. I have recently made this super fun new deck that I often three crown with on the first push. The golem is a great tank that is so underused and shunned in the current meta of the game. You may wonder why I named this deck Air Golem, that is because it consists of mostly air troops besides the Golem.

Ok as you already know this is a golem pushing deck, but it can not be countered by many of the most popular cards in the game right now, such as the bowler, sparky (if you are in builders or royal arena), and minion horde. This deck can quickly take out towers with its high damage troops behind the golem. Also the countering is GREAT, it counters royal giant, balloon, giant bowler, and any lava hound deck you can think of. This is because most of the cards are air.

Golem: your main push card, at level 1 has 3200 hit points which is insane for level 1. I truly believe this is one of the most underused cards in clash royale. The golem can take out tower extemly fast due to its 195 damage per hit and when it dies it just blows up any low health troops if your support troops don't kill them first.

Mega minion: This troop has an insane amount of damage per hit at 250-300 damage at average level. This is great behind the golem because of its high damage per second and also great for countering the hog, bowler, lava hound, and royal giant. You need to beware of the mega minions low hp though. it can be easily countered by minion horde without support troops like the spear gobs and minions.

Inferno Tower: Great for countering all kinds of tanks from the giant to the lava hound. One of the most useful cards in the game and is worth a lot more than 5 elixir. You must watch out for zap though is it is used at the right time it can be a deadly counter to the inferno.

Zap: Debatably the best card in the game it is extremely useful and an essential to have in any deck above arena 6 because of sparky and inferno tower. This is a great card to save for your push because someone might drop a inferno tower for the golem but zap with support can make the inferno a waste of 5 elixir.

Minions: This is once again a very useful card in this deck. If placed behind the golem with the mega minion and spear gobs can do massive damage to your opponents tower. these are also great for countering when paired with the mega minion. It can take down a royal giant while it has still done minimal damage to your tower. Can also counter hog, miner, and giant. Can also be used to distract the inferno town when zap in unavailable.

Spear goblins: Packs a punch for 2 elixir, good for "cheap Damage at the beginning of a match when you have a terrible starting hand. great behind the golem because of the ability to take down a minion horde or goblins. They are a great card that has fallen out of the game meta. They are able to do so much for just 2 elixir its hard not to appreciate whoever taught these guys how to throw spears.

Arrows: this is one of those cards where the is nothing to say except that this card should be a legendary. The capabilities are endless and it can give you a positive elixir trade 8 times out of 10 that is huge and even bigger in this deck were you need every drop of elixir.

Lumberjack (can be replaced with mini pekka or card of your choice): Finally this is one of my favorite cards in the game, so fun to play with especially when it drops that rage spell on this deck. it makes it so much better and this is the reason I get most of my three crown wins.


Overall this is probably my favorite deck so far. I will keep you posted when I get a new favorite. but in the meantime play clean and clash on.

Hey , I'm Dark Devilz and today i will be showing you a rather useful arena 6~7 deck that might help you if you have no legendaries or if you can't stabilize at arena 7. Let's get started ! this is actually the first deck that i share here and i'm really exited about it .There is the deck :

-mini pekka

-zap

-prince

-dark prince

-fire spirits

-inferno tower

-squeleton army

-mega minion

Role of each card :

This deck is basically all about mobility and dealing damage using 2 different pushes , it can also stop giant squeleton and/or prince rage decks wich are extremely frequent at arena 6.

Mini pekka : one of the essentials of your first push , he deals enormous damage and for a rather cheap price . The only problem is that any army can easily take him/her down.

Zap : the second component of your first push , use it as soon as any squeleton army / goblins / minions appear to try and kill your mini pekka . Also very uselfull at defense.

mega minion : very good at both defense and offense , he can take down witches and musqueteer before they can hit your tower , wich is useful against giant witch decks (very common in arena 6)

Prince and dark prince : we shall call them the "brothers of destruction". The regular prince does insane damage to the tower while thr dark prince takes care of any annoying goblins that comes by. They are the main muscle of your second deck

Fire spirits : these little hugging freaks are exellent at helping your double prince push by eliminating air troops like minions and ground troops like squeleton army (that the dark prince takes time destroying) . Also good at defense

Inferno tower : even thought her hp got decreased , the inferno tower is a beast when it comes to dealing with high hp troops , it can clean up any giant/RG/golem/pekka in a few seconds and can be used as a meat shield to protect your tower if you're overwhelmed

Squeleton army : these little squellies got buffed ! They can clean up any annoying prince /rage combo that is very frequent in arena 6. Also good at offense if the opponent doesn't pay attention to it .

Strategy :

What you want to do is to go with the mini pekka zap push as soon as possible , the first might fail but you'll be able to know what you're dealing with. A main counter to the pekka zap push is barbarians , wich is why putting firr spirits behind the mini pekka can be so useful. The pekka only needs 2 hits to take down half the hp of a tower , insane isn't it ? A few of these pushes can guarantee a victory , but sometimes lack of focus can lead to losing a tower .

When it comes to defense , use your mega minion , squelly army and inferno to deal with it , if your opponent spams minion horde rage , then use the fire spirits as well

Considering how you are handling things you might want to keep the princes hidden away until the 2× elixir period . Use your mini pekka zap combo first , gather up some elixir and directly throw both princes and fire spirits on the others . If your opponent uses more elixir on a lane , the other will hit the tower , dealing important damage.

Here are a few card that counters this deck :

-giant squeleton on defense for the princes

-minion horde at the mini pekka (if your zap can't OS them)


So thats all about this deck for arena 6~7 pushing , i personally pushed my main account from 1704 trophies to 2103 easily (I was trying other decks that caused me too many losses ...) , anyway i wish this helped you if you can't find a way to stabilize in arena 7 , also , many of these card are replacable if you don't have them ! I'll keep you updated if there is any arena 7~8 decks i find :)