A Deck Built Around The New Log [Arena 7 Strategy]
The Log New Deck Arena 7 Strategy Clash Royale
I've seen many people request decks built around the log and until now, I thought it was hard to build a deck solely around the 2-elixir legendary card. It involves the community loved Royal Giant and a total of 3 spells (including the brand new card itself.) It has got me many wins and is currently my favourite deck.
This is the deck and a small guide on how to use it. (This is my first guide so sorry if it is not amazing.)
Average Elixir: 3.1 The general strategy is to use the many cards in the deck to protect the royal giant while he goes to work, while obtaining elixir advantages at the same time.
Cards description and uses
Royal Giant - This is the big dog. He will be where the majority of your opponents tower damage is caused. Throw him down whenever the time is right and use the other cards in the deck to protect him and support him as much as possible and let him do what he does best. Warning: May cause your opponent to rage quit.
Mini-Pekka - One of the most versatile cards in the entire game. This little metal girl can easily turn defence into attack and if it gets onto your opponents tower, just be ready for a huge damage output. It can be used to destroy tanks such as Golem, Giant, Royal Giant, Hog. You can also use her to take out inferno towers if your opponent is silly enough to try to stop the royal giant.
Minions - For 3 elixir, you really can't go wrong with these flying blue beauties. Like the mini-pekka, they have ridiculous damage output and will turn most mini tanks to dust in mere seconds. You can also use them to sneak onto the tower while it is occupied with the Royal Giant.
Spear Goblins - There is not much to say about these cheap, anti-air monsters. They work very well as a support unit and can sometimes be used to "lure the zap" from your opponent so that you can throw minions down. For 2-elixir, it isn't very hard to not get their value worth by using them.
Fire Spirits - The fire spirits are absolutely amazing at gaining elixir advantages. You can gain 3 elixir from taking out a minion horde, 1 elixir from taking out normal minions, 1 elixir for pairing them with the zap or log to kill barbarians. They work well with the Royal Giant by hiding behind him and then jumping into any troop who tries to attack him. If your opponent helplessly tries to throw down barbs or a minion horde to take out the Royal Giant, these babies will take care of that. You can also throw them behind a mini-pekka for another attacking option for 6 elixir.
Fireball - Such a simple, yet effective card. The fireball is mostly used to just take out swarms and give another option for defence with the Royal Giant. I have also won a fair few games by taking out the tower directly with a fireball.
Zap - This spell is ridiculously versatile in the game. It's ability to temporarily freeze troops and make them re-target gives it an infinite number of possibilities. You can use it on attack or defence and it is a great little card to give you the edge on your opponent.
The Log - The card you have been waiting for. This card is amazing. At first, I did find it quite hard to use but you can get some absolutely ridiculous elixir advantages from this card. I didn't realise how much value you could get until I counted up what I actually kill with this 1 card. For example, more than a few times, I have killed goblins (2), a princess (3), damaged 4 barbarians for about half health (~2.5) and of course damaged the tower. This means that for just 2 elixir, I killed ~7.5 worth of elixir and also damaged the tower for 98 damage. Now I see why the card is legendary.
General Gameplay: How to The Log Deck
The main strategy, like I mentioned before, is to protect the Royal Giant while he destroys arena towers. It usually works by defending with low value troops to gain a small elixir advantage and then when the time is right, I put down the RG with either fire spirits, spear goblins or a pekka.
I then wait for my opponent to respond. If he plays barbs or a minion horde, the fire spirits will usually be able to destroy them, if not, a simple log or zap will easily finish them off.
The best thing about the deck is that even when you are attacking, you are constantly gaining elixir advantages. Sometimes, your opponent will play an inferno tower, if he does, simply throw something else in front of your royal giant instead of behind it and then zap if you need to to get the inferno tower to re-target (this also resets the damage output from the inferno tower after the newest update.)
Once one tower is down. You can place the Royal Giant one tile below the closest tower to the opponent King's Tower. This will guarantee at least 4-5 shots even if you don't protect the RG. This means that once you get the first tower, it is usually game over.
That is the end of the guide. Sorry if I missed anything or for any typos since I am writing this very late. If this guide goes down well, I would be happy to elaborate on the deck and give more in-depth details on how to fully use the deck to it's max potential as well as proof of my many victories with the deck.
I hope it has given you a way to use the new log card as well. Honestly, just try the deck and give it a chance, if you use it correctly, I promise you, you will never look back.
Thank you for reading the guide! -IAmGreenice