3:29 pm, November 10, 2016 1,081 274 1.4 @ 200 wpmrate up aaqib
2
Hog Rider - This card is your key to victory, he's very fast and does a lot of damage, you only want to get play him when counter pushing but it can be fine playing him at the start alone (don't over commit to the push at the start or there's a high chance you'll get punished) You can use the hog to draw counters early, or send him in when the timing is right to take down the tower.
Ice Spirit: This card is used countless ways in this deck. First, using it as a guard for your pump. If you see the pesky miner coming your way, drop the ice spirit in the center and let your towers finish the rest. One chip is much better than a whole pump. Second, the hog push. Using both thumbs/fingers drag the ice spirit in front near the bridge, then casually grab your hog and release both at the same time. When done correctly, the ice spirit trails the hog and will also assist in ignoring any buildings and hopefully freezing minions/goblins along the way.
Musketeer: Never play this card first. I used to play trifecta, and the 'play musket first' logic doesn't work with this deck. try to cycle with ice spirit/hogs until it is, or play a plain hog rider to lure out any of their troops. Then play musket in the very back to counter what's to come. Note: Skeletons pair well with the musketeer. This combo typically takes out anything.
http://www.gamestroops.com/
3 skeletons distract long enough to wipe out barbarians, mini pekka, princes, giant skeleton, ect.
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