![]() Minions: It comes as one of our anti-air attack and defence.Arrows: To clear the way for our giant and also for swarms.Giant: The secondary win condition and push leader.Graveyard: Our win condition for this Giant Graveyard deck.There are only two epic cards and one legendary card, so the free to play score is good. It has a great offence and godly defence. Poison can also be used on defense, if there are an overwhelming amount of swarm or if there are multiple fragile support units you can target.The Giant Graveyard deck has an average elixir of 3.6. It also pairs neatly with graveyard, as it gets rids of any swarm or fragile units that are hurting the chances of the graveyard connecting to the tower. It is your main big spell, and primarily the way you are going to get damage in the late game along with your graveyard. Poison: The Poison is the final spell of the two. It also does a good amount of damage to buildings and troops, so it can easily deal with swarm and take care of annoying 4 hp support units. It's use is very versatile as it has the ability to knock back every troop type except for air. The Log: The Log is one of two spells in this deck. After a successful defense, you can also use the mega minion to tank for a counter pushing graveyard. It is great for dealing with ranged units such as princess, magic archer, or the wizard. Mega Minion: The Mega Minion is a heavy hitting but somewhat fragile card, that is primarily used on defense. It can also be used as a distraction tool against support troops and the card can be a great counter-push tool combined with the ice golem graveyard combo. Since the recent buff to the tombstone, it has gotten much harder to deal with the more constant spawns of skeletons and it results in an easy defense against single hitters like the P.E.K.K.A. Tombstone: The Tombstone is your only building and probably your go to defensive card against high elixir cards and win conditions. You can also use it for distraction purposes and even kiting. You will more often than not find yourself either cycling with the card or using it on defense to counter heavy hitters such as the Prince and Pekka. Skeletons: The skeletons are one of the more versatile cards. You can also use the Ice Golem to tank for the graveyard and use it as a counter push tool on offense. Also, take advantage of its death explosion ability to take out swarm cards like the skeleton army and minion horde. Ice Golem: The Ice Golem is the main mini tank in the deck, Use it primarily on defense to kite enemy troops or to protect your defending units. Use them to snipe support cards like The Princess or Magic Archer, and counter-push with them onto an offense. It is essential to keep them alive in defense by protecting them with ice golems, tombstones, and even skeletons. Archers: The archers are one of two air defenses in this deck. ![]() ![]() Pairing this card with poison is always not a bad idea. Most of the time, you want to use it offensively and try to counter-push along with your remaining troops on defense. The only thing I would say is if your facing e-giant, Good Luck!ĭeck Information Deck Created by: Sunkenofficial Minimum Recommended King Level: 10 Maximum Recommended King Level: 14 Arena Required: Spooky Town (Wrong?) Average Elixir Cost: 2.9 (Wrong?) More Statistics: Go to Deck Builder Card Roles Graveyard: The Graveyard is your main win condition. I have been using it since the past couple of months, and to me, it still seems pretty viable, especially since tombstone just got a buff. But, I myself, have always been interested in long lost, forgotten decks, and a while back, I decided to take this deck, under my wing. Overtime however, the deck lost its popularity due to changes in the meta and eventually the powerhouse that it used to be, simply became dormant. Today, I bring you to a classic deck, 2.9 Graveyard Cycle, that was played around 2017 in many competitive clash tournaments. ![]()
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