

Giant Snowball: Serves as your small spell. Can also be used to weaken or completely take out big pushes.

Fireball: Serves as your big spell for crippling certain medium health troops like Wizard and Witch. Mini P.E.K.K.A.: Serves as a more reliable way of dealing with large tanks (especially Electro Giant.) Can also be used as a rush attack or to stop a Hog Rider completely. Can also be used to take out large swarms and heavy tanks (even Golems) as long as no electricity is present. Mighty Miner: Serves as a rush card when your opponent is very low on elixir. Can also be used to bait your opponent's spells. Goblins: Serves as a cheap and strong distraction for single targeting troops. Dart Goblin: Serves as your only real way of effectively attacking air troops.

Can be used in different positions to make your opponents miss their spell and get damage. Goblin Barrel: Serves as your secondary win condition and as the reason your opponents want to save their small spell. I even won my first Classic Challenge because of this deck! Making it a very solid deck all around.ĭeck Information Deck Created by: Smurfman26 Minimum Recommended King Level: 13 Maximum Recommended King Level: 14 Arena Required: Royal Crypt (Wrong?) Average Elixir Cost: 3.5 (Wrong?) More Statistics: Go to Deck Builder Card Roles Goblin Giant: Serves as your primary win condition and will usually deal most of the damage in a game. I use this at 7500 trophies and have got to Ultimate Champion on Path of Legends multiple times with it. This deck is all about baiting your opponent's spells, defending a push, then counter-pushing with something tanking for your Goblin Barrel.
