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Deck idea #3: flaming balloon (Bob's deck)

  • Drew
  • Jun 30, 2018
  • 3 min read

Hi people,

I'm back with another deck post. I'm sorry that I haven't been posting lately, I've forgot with the epic rush of summer! This deck I'm showing you guys today is from a gamerbros co-founder, BOB!!!!!!!!!!!! By the way, I am posting on Bob's deck (that I've only used a few times), so usage may not be completely correct.

Deck:

Name: flaming balloon (that's also really mad)

Arena(s): Bob is in builder's workshop, but he has used versions of this deck since he got balloon.

Balloon: the main offensive card in this deck. Possessing decent speed and prodigious damage, this card can be used to dominate and can turn the course of a battle. However, the balloon does not have much health, so make sure to distract opponents with other troops while the balloon goes for the tower. Balloon is also helped by rage because rage makes the balloon faster.

Fireball: This deck is called flaming balloon for a reason! As well as neutralizing annoying squishy troops such as wizards and witches, it can also take down minion horde and minions, which are often used to counter balloon.

Knight: this is a very useful card that can counter many squishy troops and pushes(giant pushes especially). Knight is also a good card to place in front of your balloon because the enemy tower and other troops will target the knight while the balloon rages to the tower. This push can result in thousands of damage. Note some things knight counters: musketeer, valkyrie, wizard. Knight can also be replaced with a decent level (5+) mini pekka.

Valkyrie: this card takes out annoying squishy troops and can also tank for the balloon. Valkyrie can counter many pushes, such as witch-giant (place valkyrie on the witch, then add a swarm).

Rage: this helpful spell will help the balloon's chances of getting to the tower tremendously... and do even bigger damage when it drops it's bomb! If a raged balloon gets to your opponent's tower with full health, consider that tower crippled or destroyed.

Minions: minions are used in this deck mostly for the lack of air defense. These air units are basically flying goblins and can also take out skeleton army, goblins, and balloons. Consider adding these to a balloon counterpush because they can do great damage if not destroyed.

Inferno dragon: this is a great tank-killer to defend troops like the annoying pekka and giant. Also, you can place it behind a balloon, because if it gets locked onto a tower, consider the tower destroyed.

Skeleton army: mostly a counter to tanks and troops that are easily distracted, such as giants, pekkas, princes, knights, etc. However, the inferno dragon is more effective at destroying tanks, because skarmy can be countered with arrows.

That's the flaming balloon deck. Effective, although expensive, so feel free to tinker around with it. Also, you probably do not want to use this deck in high arenas before modifying it a lot (I tried to use it in hog mountain and died).

Replacements:

Skarmy: goblins, because they can't get zapped. An alternative is skeletons, because this deck is too expensive (in my opinion).

Inferno dragon: mega minion, if you grabbed it from royal arena. Maybe tombstone for defending tanks, but tombstone has a way smaller offensive aspect. You could also swap in baby dragon. If you're ok with the large cost, inferno tower serves the same defensive purpose.

Balloon: hog rider...? It would completely change the deck, though. I guess if you made the supporting cast way cheaper, lava hound would work. Or, you could add lava hound, but then this would be a lavaloon deck.

Fireball: arrows. Maybe zap, but then you would have no minion killer.

Knight: mini pekka maybe?

Valkyrie: goblins... or just a cheap cycler card.

Weaknesses: spam decks (hog, I'm looking at you)cripple you, which is why this deck is not wise to use in upper arenas. Also, spawner decks are insanely annoying, but not that many people use them.

Have a great summer!

Drew

 
 
 

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