Lv. 6 Knight: You quite often need a card that can go about as a bleeding edge while your weaker went flunkies come in behind him. I for one truly like the Knight for this deck in light of his adaptability as he is an extraordinary play against Prince or to back off a Hog Rider in a crisis. He's likewise an exceptionally safe play from the opening hand as he is shoddy and will give you a chance to cycle.
Lv. 6 Spear Goblins: Not much to discuss here, in case you're in the 1000's trophy range you ought to have a solid handle of Spear Goblins' quality, prevalence, and adaptability. Can be played on protection or behind something like a Knight to assault from the back.
Lv. 6 Barbarians: Just a phenomenal protective card against a wide range of dangers. Figure out how to time your dropping of Barbarians so that they completely kill a Hog Rider before he hits your tower. Likewise an awesome barrier against Prince and can occupy Pekka for some time. Can here and there capacity as a cutting edge on offense too to keep Hog Rider or Musketeer from tanking stuff.
Lv. 4 Bomb Tower: Very underrated at this moment as I would like to think. Without any help counters cottage decks which are to a great degree basic in the low to mid 1000's. It additionally has a considerable measure of wellbeing and can occupy a Hog Rider for more than something like Tesla, and Hog Rider is regularly matched with little troops that kick the bucket from the sprinkle harm too which is extraordinary. Keeping in mind it doesn't hit air troops it's still extraordinary to divert a Baby Dragon since it takes Dragon like 10 seconds to do what's needed harm to this thing.
Lv. 6 Minion Horde: An almost vital card imo. Unparalleled in its capacity to shred huge tanks like Pekka and Giant. Likewise a better than sufficiently average play against a Hog Rider on the off chance that you don't have anything else, the Hog will probably still get a hit on the tower however. Clearly be arranged to get arrow'd a considerable measure so attempt to be fairly erratic with your use of them. On the off chance that your adversary plays something like Balloon and predicts your Minion Horde with a preemptive Arrows then you've most likely lost the amusement on the spot.
Lv. 5 Hog Rider (however for a large portion of my trip it was lv. 4): The primary offense of the deck. I don't have entry to the Freeze spell which is amazingly effective in blend with Hog Rider, yet I trust he's still bounty great all alone without that combo. Since this deck is by and large played by guarding admirably and getting mixture focal points, you must be shrewd and know when your adversary is low and won't have the capacity to successfully counter the Hog. By playing admirably you'll for the most part have a few open doors for each amusement to get an ensured 2-3 hits in with Hog, and in the event that you get more than that on one push you're fit as a fiddle. A combo you'll utilize upsettingly once in a while is Minion Horde + Hog, the reason this is viable is on the grounds that it's to a great degree hard to be mixture effective to manage both dangers on the grounds that your rival needs to Arrow the Minions however that scarcely scratches your Hog. Then attempting to play something like Barbarians against the Hog will simply bring about the Barbs getting torn separated by the flunkies. General figuring out how to viably play the Hog Rider is most likely the hardest part of the deck since we don't have Freeze as the primary close ensured combo.
Lv. 6 Arrows: Best card in the diversion as I would like to think. Each and every deck you face will be running cards that you need Arrows for. This card is untouchable particularly in a control deck that needs to pick up solution points of interest.
Lv. 4 Musketeer: For a while I ran Baby Dragon in this space yet I found that the deck didn't have enough hostile capability so I was getting into a ton of draws. I feel that Musketeer is much better for the motivations behind this deck, in spite of the fact that Baby Dragon is absolutely still an incredible card. Musk still hits flying troops which is extraordinary and is one of the best counters to a rival's Baby Dragon and additionally being an awesome play against Balloon. Also Musketeer can pack a huge punch and is to a great degree capable in the back line of a push. Musketeer gets a few shots in on a tower in essentially every amusement I play and every purpose of harm tallies in a moderate control deck like this.