Deck Bandit, Electro Wizard, Ice Wizard for Arena 10, Arena 11
The legendary card “Bandit” has maintained its expectations, and we understood this may be a fundamental card in the upper Arenas. It is a great option to create a direct attack on the enemy tower without being initially hitted by counters. In addition, given its low cost, it is possible to create a dangerous or diversified combos to distract opponents. We examined and tested a deck where it matches very well with the deck in question. Let’s see.
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Deck Bandit, Electro Wizard, Ice Wizard
Here’s our deck!
- Giant or Golem or Lava Hound: essential for the deck’s success and for having got a tank. We use one of them to create our attacks.
- Electro Wizard: Strong, bad and slows down the enemies. It can also hit 2 troops at a time. Essential on the best deck.
- Ice Wizard: Used with his electro colleague, this card can protect a tank or crown towers with really hard to lock “shields”.
- Zap: useful for protecting tanks or to reset inferno towers’ damage.
- Arrows: let’s destroy hordes with arrows!
- Skeletons: They may seem useless, but they can be useful in stopping dangerous troops with a minimal use of elixir.
- Goblin Gang: a Goblin Horde is always useful in so many occasions, both in defense and in attack.
- Bandit: the main card. We use its special power to attack the enemy tower without being seen, perhaps when the opponent’s got a low elixir quantity
Deck Strategy
The Deck bases its offensive power on tanks’ slow attacks, so they must be protected in all possible ways. The enemy will try to shoot them with hordes or with inferno towers, so it will be good to have spell cards ready to block them. In order to allow troops to support it, we will have to begin the tank walk behind our tower, so we can recharge the elixir bar and be able to deploy the legendary Wizards. An diversion solution is doing this attack, and deploying the Bandit on the other side of the Arena, so that you can surely hit the other enemy tower, or force your opponent to use cards with which will spend Part of his elixir to defend himself.
Best Deck Combos
These are the recommended combos.
- Bandit, Zap.
- Giant, Electro Wizard, Ice Wizard.
- Giant, Goblin Gang, Protection spells.
- Ice Wizard, Skeletons, Bandit
- Giant, Ice Wizard, Goblin Gang.
Tips and Tricks
- Skeleton card shouldn’t be underestimated. With this card it’s possible to stop a Mini Pekka or absorb the charge of the Prince or the discharge the Sparky (and much more). So let’s use it wisely and do not waste this precious unit.
- Electro Wizard and Ice Wizard: with them we can make almost all troops in the game ineffective. Let’s defend these precious troops, then!
- The Bandit tends to be stopped by the enemy with Horde-type cards. Let’s use Zap and Arrows to destroy them.