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Mmmm It's a orange juice
What's up everyone, this is OJ
The Goblin Gang is kinda like a Knight - Skeleton Army Hybrid
It can distract a lot of cards a Knight can
But, it's fragile like a Skeleton Army
The hard counter to Skeleton Army is the log
So a princess and goblin barrel pair really well with this card
The meta right now is really diverse, so it's hard to say what the best deck is for the goblin gang
But with the princess, goblin barrel, the log and the inferno
It makes a really nice base for a log bait deck
Add three cards to suit your playstyle
A tank and a spell would be ideal
I made a really fun deck that reached twelve wins
But this is during the first day when everyone was running Goblin Gang in the Grand Challenges
Another deck that is more reliable would be the Knight-Rocket deck
They play completely different from each other
With the dart goblin deck, you basically never want to reach 10 elixir
The pushes should be around 3 to 4 elixir
Ice spirit could tank two shots from the tower and freeze it
So the dart goblin could deal over a thousand damage if they ignore it
Pretty deadly combo, and everyone knows it
So it's almost never ignored
This is good because it either draws out a log or something like a knight
This deck is technically a 2.8 deck
But you almost never have to run the Inferno Tower
So it plays more like a 2.4 cycle deck
The idea of this deck is to rapid-fire every single troop
You never want to commit more than 4 elixir though
It's really fun to play, just keep applying pressure
They can never build up a combo for their deck
It is pretty weak to Bowler-Graveyard though
So you will need to save up your Dart Goblin to take out the graveyard
And Bowler practically counters all the cards in this deck
This low cost deck beats all the traditional zap bait decks
Because the princess, barrel, gang, fire spirits, log, ice spirit and dart can take out the goblin barrel
So even if they bait out your log and shoot out two Goblin Barrels
The entire deck counters that strategy
The princess is going to be free damage
It's almost always guaranteed to get a 140 (dmg) off
If they log her, you can send in a barrel
If it's a knight, the Goblin Gang will counter it
Then your dart goblin can take out the knight
And now they have to worry about the dart goblin because it is gonna chip on their tower
This deck isn't necessarily about making positive elixir trades
Rather, it's more like unit trades
The constant need to address your 3 or 4 elixir push
stresses out their deck combo
and they never get to execute it
Starting off this match, I bust out an ice spirit - barrel combo
Casting the barrel first, then the ice spirit
It is prefectly timed so the ice spirit tanks the tower right as the goblins land on it
His Skeleton Army gets destroyed by my ice spirit
4 elixir for 3 elixir trade
And I dealt damage to his tower
Now it's a matter of waiting for the skeletons to pass
so I can plant my princess
He plants the Lava Hound at the same time
His only counter seems to be the tombstone
Since the dart goblin one shots skeletons
He is perfect for protecting my princess
Right as he demolishes the tombstone
I played my fire spirits to protect her from the skeletons that spawned
This is when my opponent realizes the dart goblin and princess are going to deal serious damage
so he arrows them
He spent 6 elixir on the left side
so I am not worried of any big pushes on the right side
since my Inferno takes care of that hound
The stab goblins tank while the spear goblins take out everything
Right now I know he has a skeleton army back on rotation
so I want to bait it out with my princess
She does get one shot off the tower
then the dart goblin cleans up
and as a bonus, he ignored the dart goblin so he dealt the full 400 damage
Because the balloon was planted on the front outer edge
I could had placed it one tile further to the left
I messed up my ice spirit placement
so the balloon's bomb touches my tower
He had arrows in rotation for a few cards now
So I know he is going to waste his arrows directly on the barrel
This means if he has elixir
his only counter to my fire spirits are tombstone
They are pretty deadly
two spirits reaching the tower is basically fireball damage
with the cost of two elixir
I am sitting on a bit of elixir in case he plants anything in front
and I need to cycle to my Inferno
But as soon as I hear the lava hound
I played my princess
I put my dart goblin a bit too forward
so I need to assist him with an ice spirit
Looks like he is going all or nothing with the push on the right side
But that's totally fine, I have an Inferno Tower
The goblin gang is perfect for this push
because the stab goblins distract the Mega Minion
For every goblin it kills, that's one less swing it gets on my buildings.
as long as one of the three fire spirits lands the kill shot
it splashes all of the pups
I know he has arrows in rotation
so I played my dart goblin really far in the front
and it stops the balloon
With 30 seconds left and the position of the lava hound
he just used arrows so I'm throwing everything I have
The thinking is that if he ignores everything that tower goes down
Or he has to defend it, and spend elixir
Leaving him with no elixir for his lava hound push
This deck is super fun and I got in to 12 wins with this
But you really need to count their card rotation
Because one small mistake
will allow your opponent to build a huge 20 elixir push and three crown you in under a minute
Never pair the dart goblin, princess, gang or barrel together
The combo should never be more than 4 elixir
and generally you shouldn't have more than 7 elixir, just keep spending it
Rapidly applying pressure synchronizes your elixir with your opponent
and destroys any combo they potentially could play
This deck isn't reliable against tank - graveyard poison decks
but it's so cheese it's fun to play
I started off this match with an ice spirit - dart goblin combo
Unfortunately for my opponent, he was being polite
And that cost them over 700 damage on his tower
He pumps up, so this deck seems a little fishy to me
The goblin gang is really threatening and is never ignored
so I want to see what he has
It's the log, so this is perfect
he can't counter my princess or my barrel
she gets one shot off the tower before dying, so it was a positive unit trade
The dart goblin takes out the tombstone
breaking even and gets a shot off of the tower.
I still don't know what his last two cards are
but I do know that his log is one card away from rotation
He has to show me those last two cards or use archers to absorb my fire spirits for a negative trade
as a bonus, one fire spirit lands on the Golem and splashes the tower
So far I have seen archers, pump, log, mega minion, tombstone and golem.
I am pretty sure his last two cards are baby dragon and Lightning.
Assuming he has a Lightning,
I am playing the Inferno Tower in front of the river
one tile in the other lane.
This is the anti-Lightning position.
I know his log is back in rotation
So I wanted to bait out with a Goblin Gang
But he reveals the 7th card is the baby dragon
now I am positive he has Lightning.
The dart goblin does work to the baby dragon and the ice spirit tanks one shot then freezes it.
He can't take any damages from the dart, so he logs it
This is perfect for my barrel.
I should had played my princess a bit earlier
but since I hesitated the Mega Minion does get one swing out of my tower.
His tombstone is out of rotation and I am a bit in the lead
so I bait with a 5 elixir combo - Fire spirits and dart goblins.
This essentially protects my princess on the left side
letting her finish off that tower
On top of that, he now doesn't have anything to counter my barrel on the right side
I can afford the damage from the baby dragon
And the ice spirit does a really good job on cutting his damage in half for 1 elixir
Princess gets one shot off the tower and trades with the Mega Minion
The Golem is approaching so I placed the Inferno Tower in the anti-Lightning position
Goblin Gang takes out the tombstone
and distracts the baby dragon for a bit
This deck is ridiculously fun to play
but if you want to take it seriously and want to reach 12 wins
You need to be able to control their elixir and engage the situation
You don't really need to track all of their cards
just keep a mental note of when they use the log
and never over commit more than 4 elixir
and never let them build big pushes.
Don't sit at 10 elixir
Otherwise, you will end up having to defend a huge push
with 15 elixir worth of cards on your side
all clumped up that will die to arrows at once
You will get three crowned instantly
The base of this deck is really solid
with almost every player running the Log in Grand Challenges
It makes a lot of sense to run princess and goblin barrel with the gang.
This deck uses rocket instead of dart goblin
and knight instead of an ice spirit
The tank aspect of this very makes the deck much more reliable
especially against bowlers, but plays completely differently.
You don't have the dart goblin to constantly chip their tower
So it's not like the previous deck where you have to stay below 7 elixir at all times
Since the knight allows you to defend against the bigger pushes
it's easier to handle.
I did mess up the timing of the knight
and I played him a bit too high so the bowler isn't in range of the tower
That was a negative trade
On the plus side, he used his log on the goblin gang
So I am free to barrel and fire spirits his tower
turns out he had zap for the spirits, but that's fine
The barrel deals quite a bit of damage
The giant won't make it past the Inferno, but I kinda messed up my princess placement
so I used my knight to tank the minions
I am considering surrounding the bowler
but I realized my inferno tower has just enough health to take it out.
Having just used his log on my princess
He only has zap for my fire spirits or barrel, but not both.
He misses his zap anyways
counters with a musketeer, and I rocket her
At tourney standard, the rocket deals 493 damage
and the log deals exactly 100
so the tower isn't low enough
I am waiting for him to play something, so I can plant my princess on the front
This is great, now I have multiple options
and can over co mmit in defense because one rocket will win the game
As usual, the giant won't make it past the Inferno Tower
Ice spirits do a really good job at protecting the giant from an Inferno tower
So I need to log it
The Knight clumps everything together
and I can rocket it out
Again, cheesing him with a front princess
we trade damage
So far the only damage he has done to my tower is with his logs
Baiting his log, the barrel can take out his tower
With the Executioner's reduced splash radius
it no longer counters the goblin barrel perfectly like a bowler can
This deck is a bit slower and not as spammy as the previous one
but it is certainly a lot more reliable
The rocket allows you to take out larger support troops
that are clumped up behind if your knight isn't enough to distract them
Looking back at this replay, I have really only used the Goblin Gang once.
And that was because I messed up my Knight placement
He had Bowler and Executioner so it was a bit hard to use them defensively
And every big push he had,
I didn't need to use the gang because all of his troops are clumped up perfectly for the rocket
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