What is up? It’s F▪▪▪▪▪▪O▪▪▪▪▪▪X again finally coming back with a deck focused on using the value of Legendary Cards. This deck is a spin off of my Lava Hound Deck for Arena 4 through 7! now with the miner to spice things up in a really good way. Be sure to also check out my completely free to play(no legendaries) GiWiVa deck for Arenas 5 through 8. And don’t worry I’ll be testing new fresh ideas with all the other legendaries to hopefully bring new exciting duels to your Clash Royale experience!
Lava Hound Miner Deck for Arena 6+
Lava Hound– So far the legendary I have had the most ease pushing with. As you should know the hound is a flying giant, in that it tanks but deals small damage until it pops and the pups come out to play. Offensively the goal of this card is to get the tower locked on so it can tank for the cards behind it and then do damage once it bursts, simple as that. Be sure to place it in a corner as far left or right as possible for the best chance of it not getting pulled by defensive buildings.
On defense there is one little use of this card. If an air targeting troops is coming into your half do not be afraid to place the hound to distract it right before the troop locks onto your tower, now your tower can deal with that while the hound absorbs damage, synergy at its finest!
Miner – Oh boy, I’ve been having a hay day with this guy he is so useful. Surely you all know that this card can be placed anywhere in the arena avoiding detection until he surfaces. He has four uses for me in this deck.
The first use, the one I hardly use, is that of a counter to the Elixir Pump. You can throw him out to deal damage to Elixir Pumps to gain an elixir advantage although be careful he is not hard to counter with Skeletons or Goblins.
Second, with good placement so he locks onto the tower when placed and not drawn by your opponents cards he can work great at getting you little chip damage or those last few hundred hit points you need to win in over time. He won’t take a tower down right away but his little amounts here and there especially for last second victories has proven invaluable for me.
Third, as a mini tank he can absorb a fair amount of damage from a tower so other cards can put in real damage. That being said it is very useful to throw him out just before the pups come out so a tower targets him instead of the pups so they can really do damage. Not to mention his chip damage comes into play here and a tower can melt before your eyes.
Lastly, with my first Lava Hound deck I had no great way to deal with wizards because on defense he countered all the main offense cards in this deck…enter the mighty miner! If your opponent places a Wizard, Archers, or Musketeer to counter your Hound, the Miner is your best friend because he can be sent out to counter them effectively, leaving him alive to tank for the Pups.
Minion Horde – First of the Arrow baits. The Horde is 6 Minions to do twice the work as the regular version. When paired behind the Hound these guys work best. Don’t feel upset if they get Arrowed because now the Pups are more or less safe. I try to not show this card before I show the Minions.
On defense these guys shred away at anything, I love seeing Giant Sparky decks now because I am mostly confident that the Horde will rip it all up. I don’t have them as a go to defense but when they are needed they will get the job done as long as you don’t leave them open to spells or the Wizard.
Minions – The less effective but cheaper original! Minions do everything the horde does just not as fast! They still work great behind the Hound and still do well enough on defense because of the high damage output. I try to either send these guys out alone or paired with Goblins to attempt to draw out Arrows/Zap so I can surprise my opponent with the horde and let the pups safely attack the tower.
Goblins – Love these little critters, I did use to run with the Spear version because they target air but I decided I already have both Minions so the stronger normal goblins work better in this deck. I mostly use them as a cheap defense card against tanks or single targeting cards like mini Pekka but if I need a push I’ll send them behind the hound paired with the minions.
Valkyrie – Used for defense 90% of the time!!! Great card and incredibly versatile. I love it on defense because it has fair health, fair damage, AND splash damage. Works wonders against all sorts of cards…just try her.
Canon – My favorite defensive card because it is cheap and offers high valued elixir trades. Save it to draw out tanks or the Hog. Placement is everything and it can help eliminate a hog or a giant and gain you a positive elixir trade.
Arrows – My go to spell. We know what arrows do so I won’t tell you, rather, I’ll explain why I prefer them in this deck. Arrows take out Minions and Princess. That’s why. Those are three cards that pose a threat to this deck that zap just won’t finish off.
On offense the goal is to get a strong high Elixir push going, high risk high reward. At 10 elixir place the Hound in a corner far left or far right. Build up elixir as it moozies along and deal with anything your opponent throws that demands action from you right then. Once the tower locks onto your Hound send out the minions alone or paired with Goblins. Hopefully your opponent let’s the Minions/Goblins put in damage or he uses a spell on them and the pups put in work. Don’t forget the Miner as a tank for the pups but I don’t prefer to use him right away, test the water out and decide if it would be effective to use him as such. Keep the Horde in your back Pocket. If your opponent does waste Arrows or Fireball or Poison on the Minions or Pups wait for the next push to draw it out again and let the Horde loose.
Troops – To your best judgement either let the Minions behind deal with any resistance or snipe it out with the Miner.
Witch – Maybe the biggest annoyance. Sorta like the Wizard but now you can not snipe it with the Miner cuz the skeletons will kill him. Try to snipe it out with minions when they won’t get hit by the splash damage.
Buildings – Simple. Hopefully your placement of the Hound means she won’t get drawn by any defensive buildings, regardless if she does simply snipe them out with Minions or Horde.
Inferno Tower (and/or) poison- Snipe the tower out with minions before it can lock onto the hound. Often I run into Poison protection it from my Minions leaving me utterly defenseless. The goal here is to cycle in the double Elixir. I know it sounds crazy to cycle with a hound but the other cards are cheap so once two elixir hits just keep pushing until you can slip the hound behind the Inferno Poison combo.
Valk/Canon/Arrows/Goblins, simple enough. Save the canon to trade with building targeting troops like giant or hog. The Valk is great at defending against what is put behind that card like Wizards, Musketeers, or Mini P.E.K.K.A. If these cards are going alone at your tower(without a tank) use the Goblins to defend for a positive Elixir trade. 1v1 on your half Goblins will take down almost anything besides air troops for a positive elixir trade. Don’t forget arrows to take out masses on defense or aid your own push to take out princess or minions.
Thanks for reading about this deck. I’ve put in a lot of time with this one so I know it works but that is just the point. Don’t expect to be golden right away, you have to learn this deck and the strategies it uses as with all my decks or any bodies. Please I’d love to hear what you think about this deck. Did it work for you? Did it not? What changes did you make? And why? If you want to talk to me in-game find me in my clan SBSP! Good luck and Push hard!