Clash Royale Inferno Dragon Pekka Lightning Deck Arena 10+
Hi Guys here today i am going to show you Pekka Electro Wizard Mega Knight Deck or Inferno Dragon Pekka Lightning Deck Arena 10+ I have just won the challenge 2 times Every single card in this Inferno Dragon Pekka Lightning Deck Arena 10+ has an exclusive purpose, so dropping any of the cards in the deck may cause it to be played completely differently so come and take alook at this Electro Wizard Mega Knight Deck guide
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Electro Wizard Mega Knight Deck Card Roles:
Mega Knight: Yes, I know that you have to run this card because you are in this card challenge; however, this card has good defensive potentials. For example, the MK can singlehandedly shut down any bridgespam pushes and offers a counter attack almost at full heath. Due to the P.E.K.K.A’s running rampant, though, this card normally sees little play after he gets countered by her. However, if your opponent doesn’t run pekka, MK can be used as a secondary win condition if you manage to get him onto the tower.Take a Look At hereFor More Mega Knight Decks
P.E.K.K.A: The push destroyer and a staple in the deck. Since everyone has to run the MK in his/her deck, this card is THE perfect counter due to her ability of chopping up the MK without taking significant damage and applies immediate threat. When you play this card, you would want to be in the defensive position because if your opponent is running P.E.K.K.A too, your P.E.K.K.A will not take out another P.E.K.K.A on your opponent’s side.
Inferno Dragon: Since ID doesn’t die on his own unlike buildings, more and more people started using him as lightning doesn’t completely shut him down. ID is used as a secondary tank killer and a catch-up in case something reaches your tower and you don’t have P.E.K.K.A in your hand to defend. After killing the threat, the ID becomes a threat himself and if you opponent doesn’t have an ewiz or an ice golem to kite, you are in for some significant tower damage or even the whole tower.
Ice Spirit: The reason this card is used over doots and goblins is simply that P.E.K.K.A is everywhere and the ispirit allows your P.E.K.K.A to win a 1 v 1. This may seem insignificant; however, you never know if a P.E.K.K.A with a sliver of health will make to the tower or not, so you opponent will probably commit elixir into killing her. Also ispirit can be used to stall the late game, though unlikely since the over time is 3 minutes.
Electro Wizard: Your tertiary defense and support. This card is especially good for his stun effect and therefor makes the cut. Since many people too think that the ID is a very good tank killer, ewiz helps you from getting your P.E.K.K.A or MK melted. Also when you don’t have the ID or P.E.K.K.A ready for, say, a hog, ewiz will only let off one shot and offers a small threat or a support on the ewiz’s way to your opponent’s side. Ewiz could be used as a secondary zap if your starting hand is really poor, though unlikely since both arrows and zap are included in the deck.
Lightning: Due to its high damage and AOE, it should kill most troops your opponent plants on their side attempting to stop your P.E.K.K.A. Also this is your main killer for the inferno cards. There is not much to be talked about this card, it’s just a good spell in general for all decks that run a solid tank.
Arrows: Traditional P.E.K.K.A decks run the popular combination of tornado and executioner; however, that is not a fast enough answer to minion hordes since you do not want to lose your big tanks to only 5 elixir because you don’t have enough elixir to kill the minions after you commit elixir.
8ap: You might be surprised that the almighty the log doesn’t make the cut. This card is only included because of the popularity of bats in this challenge- same deal with minions, you don’t want you tanks get shut down for 2 elixir bats and an ice golem. Obviously the the log cannot hit air, so zap is superior in this case. In vary unpractical situations, you can zap your opponent’s tower to prevent your ID from a tower shot to do an immense amount of damage.
Electro Wizard Mega Knight Deck GamePlan:
This deck and the challenge meta encourage defensive plays(jokes on you SC lol), since P.E.K.K.A’s cannot beat each other on the opponents’ side.
In the early game, you stall and only play cards if you have to(unless your opponent plays like crap and overcommits which gives a huge advantage and you wouldn’t want to waste it).
Electro Wizard Mega Knight Deck Match-Ups:
P.E.K.K.A hog or mirror: This is the match-up where you stall the whole time since the come-back cards in this deck wouldn’t work. You will have to play defense to build troops up on your side and finish your opponent off on an unstoppable counter push. Not a very good match up overall but you wouldn’t lose.
Spell bait: You have 2 spells and the ewiz to deal with all the swarms, which makes this match-up incredibly easy; however, since the P.E.K.K.A costs 7 elixir and you don’t always have enough elixir to kill inferno cards, you still have to stall before double elixir.
Bridgespam: Much calmer after the nerf on the night witch. P.E.K.K.A completely destroys the battle ram, the bandit, and the night witch on your side, making this an easy match-up. You still want to stall though since good bridge spam players will utilize the ID efficiently and you wouldn’t have enough elixir to kill him.
Fringe decks: Non-try-hard decks normally cannot come back from a value lightning with a P.E.K.K.A. Even if you find that your opponent’s deck doesn’t include inferno cards, you still cannot go all in as the executioner tornado combo requires the 9 elixir arrow lightning combo to kill. None of the fringe decks stand a chance against this deck.
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Shared by MikeinST
Over all this Electro Wizard Mega Knight Deck is not hard to play as the game plan is pretty much the same for any match-ups.