Mortar Tesla Siege Cycle Deck for Arena 8 and 9
Hi guys and gals Galbers Gaming here. As I often state I only do guides when the deck is capable of reaching 3500 trophies with card levels no more than 10/7/4/1 (although this is becoming harder and harder as Clashers upgrade their cards – I’m currently holding back) which brings me to introduce the Mortar Tesla Siege Cycle Deck.
This is a really satisfying deck. It went through three different forms before I found this variant and pushed over 3500 with it, but any of those decks should have been capable of reaching 3500 eventually (through luck of the draw), however the final version is in my view the strongest and that deck includes:
Looking at the above it’s no wonder I enjoy playing the deck as six of cards (the non building units) are among my favorites and individually they are very strong cards in the game right now, so perhaps it’s not so surprising that this deck is so successful. For those who don’t have the Log you can switch it out for Zap or Arrows, both of which aren’t quite as good as the Log but they will do.
To put down the Tesla on the river slightly on the inward side of the bridge allowing the placement of the Mortar on the outside and one tile back. From here you use the rest of your troops to protect or delay damage happening to your Mortar.
As with most siege decks there is normally an element of premeditation. By this I am referring to you the siege player knowing what card cycle your opponent is on and what card he or she is going to play in response to you dropping your Tesla/Mortar so that when they do you can hard counter their counter! For example you drop down your Mortar they drop their Skeleton Army which you anticipated and thus mow it down with your Log. And as this is a siege deck there is an element of that premeditation but not nearly as much as other siege decks due to your Tesla which buys you some reaction time, the Ice Spirit also does this too. Another big advantage that you have when playing this deck is the rarity of it, people just don’t know how to respond to it.
It is imperative that you do not lose a tower. Once you lose a tower you have to attack the other side because your opponent now has the ability to drop troops on your Mortar. Losing a tower also allows your opponent more options to attack and to disrupt you Mortar play. So, defend well and efficiently and your opponents will really struggle to deal with it.
Ice Spirit: This you use to cycle through your deck and allows you some reaction time through its one and half second freeze. Before I had the Tesla in the deck I used to drop the Mortar, wait half a second then drop the Ice Spirit and see how the opponents responds, if they didn’t you still get a hundred odd damage from the little spirit on the enemy’s tower.
Fire Spirits: This like the Ice Spirit you use to cycle through your deck and is exception good versus Minion Horde, Minions, Barbarians, Goblins, etc.
Log: If you don’t need to save it for a particular instance, eg: Princess, Skeleton Army, Goblin Barrel or Barbarians, then use this whenever there is some value (thus becomes a cycle card) and/or you want to delay unit(s) getting to your Mortar in which case you’ll also get damage on the opponent’s tower.
Archers: Supporting units which are difficult to remove from the field which makes them strong. Very good when paired with Ice Spirit. Be wary of the Mega Minion (7) which when at Tournament Levels one shots Archers (9).
Mega Minion: This card is just a beast, again difficult to remove from the field, has big damage and has added value because its move speed is slow thus has longer time over ‘the area of battle’ before getting killed off by the enemy’s tower or whatever.
Tesla: A card which doesn’t see much play but is strong when played in this offensive defensive position, on the river protecting the Mortar! The relatively quick attack speed with the ability to hit ground and air as well as invulnerability when buried makes this card extremely valuable in this style of play.
Mortar: Not much needed here, you want this fella to bombard the enemy’s tower. Value can be gained when it hits troops (as well as the tower) which were dropped at the King’s Tower, freezing troops with the Ice Spirit on the tower is a nice bonus :). Normally place this one tile back from the river, behind the Tesla and make sure not to place behind the stones on the far side of the arena as this is out of range of the enemy’s tower.
Bowler: I have not played with this card that much, missed the boat with Goison. I really like him, he works exceptionally well in this deck due to his knockback (delay) and this deck’s playstyle – funnelling troops on the bridge. He is also very strong in defence and can even tank some hits if need be.
The only deck that will give you issues is a Lava Hound deck but bear in mind these are generally difficult to deal with. If the Lava Hound player tries to defend against your strategy you can certainly pull off win or a draw but if the player ignores it and just pushes down the other lane, chances are with the opponent.
Versus Giants you want to use your cards cycling capability to get damage on the enemy’s tower, this works because Giant decks are typically all about the big expensive push which you are able to disrupt due to your cheap cycling cards that forces the opponent not to be able to get that big push off. Don’t be afraid to swap lanes forcing your opponent to not get off his/her big push, you don’t want to place your Mortar down only for the opponent to drop a Giant on the Bridge. Also you should bear in mind that your Mortar has a minimum range, if troops are in this range it will ignore them. This is an advantage as it can target supporting troops as well as the enemy’s tower if need be.
In summary, I was really surprised how well this deck worked. The forward Tesla with supporting troops really shuts down just about everything, it is a very difficult style to play against. If you have any questions please just let me know.
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