Placeholder Image

Subtitles section Play video

  • 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

  • Thanks for watching

  • Stay tuned for more quality OJ

Mmmm It's a orange juice

Subtitles and vocabulary

Click the word to look it up Click the word to find further inforamtion about it