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Legendary-Free Furnace Deck to Challenges

Hey everyone, here to win the challenges Blaxeturner another deck. I have won two challenges with this deck, one of which is the challenge of perfect victory. All my cards are the standard tournaments except for level 3 Poison.

Furnaces Poison - Challenge Winning Deck

Furnace - This card is very underrated by some. The first meta top card in the tournament and take the game by storm. Began to subside when meta poison issue, but there are ways to reduce the impact of toxins on your deck. If left alone, this card can handle 800 damage to destroy the tower opponent. constant pressure on opponents like this can be closed many decks. Keep in mind, it is best if you have a furnace level that will spawn Flame Spirits to reach your tower

Elixir Collector - this deck is able to control and suppress opponents. With the advantage of extra Elixir, you can increase this pressure by placing several Furnace (outside the reach of Poison!) Cycle through your card to constantly Poison opposing forces, and provide stable Elixir control when your opponent also plays Elixir Collector. Be sure to put you Elixir Collector away from your furnace. This will force your opponent to either poison furnace or collector panacea you, one will give trade a panacea positive.

Legendary-Free Furnace Deck to Challenges

Legendary-Free Furnace Deck to Challenges



Musketeer - Perhaps one of the most important cards in this deck. She will be your attack and defense. On defense, the distance, he will be able to take an opposing army as protected standing next to the tower. High DPS allows for tanks and divisions support the troops to be taken out with ease. He was also a killer when surrounded by Spirits of Fire and Ice Spirit usually force your opponent to use Zap while playing offensively.

Mini P.E.K.K.A - He's one of the best tank killer in the game and he will be a force that you would want, especially in the current meta. fast motion speed and high damage will put a lot of pressure on opponents when supported by the Furnace. Probably one of the best cards at the moment. Look here for more information!

Ice Spirit - One of the top card in the game for defensive and offensive versatility is amazing as well as immunity to zap. A video orange juice recently noted synergies with the Musketeer. You have both in your deck along with other major support (Knight and Furnace). Look here for more details on Ice Spirit, the best troops in Clash Royale!

Poison - Just a great card overall for his ability to take the Minion Horde and slows tower that allows you to make a great combo. Toxins will be your secret weapon to deal with a giant poison deck. If you can Poison opposing forces when an opponent comes to shove Poison, Poison will cancel allow to even the match. If the correct position, you can also force your opponent to either poison Furnace or Musketeer you allow the area free of toxins on your side.

Zap (or The Log) - Surprisingly Log works very well in this deck, but sticking to "No Legendary" section, Zap works just as well. Both serve different purposes but they are here because they will cleanse them little bitty army like Goblin and the Skull of desire Mini P.E.K.K.A allows you to maintain a well or reach the tower opponent.

Knights or Goblin Barrel (or Miner) - The preferred one here will become a knight, but Goblin Barrel has its own advantages as well. They all charge 3 elixir and provide better ability to attract Zap or tanking abilities. Knight has been underrated card that provides excellent value for 3 panacea. There are some cards that can take less than 3 Knight panacea. Knight here will tanking especially for your Musketeer and also on defense, it could be your current tank hacks away at the Mini P.E.K.K.A forces disrupted. Goblin Barrel also has a great synergic as often, the opponent will be Zap Spirits of Fire you behind your Mini Pekka or Musketeer against it (which has become a trade panacea positive for you as Spirits of Fire costs less than 1 panacea to produce), the Goblin Barrel will provide both additional damage, or attract the opposite sex zap to allow impulse confident knowing your opponent has no zap.


General Gameplan


controlling opponent


The Furnace is probably the best control cards throughout the game. It will shut down the opponent Minion horde, Lava Pups, goblins, and Witches. For the unit vulnerable to non-splash, they still will do around 150 damage per spirit that a significant chunk of their health. If left alone, the furnace can chip 800 damage.

Toxins are also a great way to control your opponent with meta increased. When your opponent during boost your poison, Poison them back to make it even whilst also benefit tower's crown and pop opposing forces decided to place. This deck is one of the best defensive deck.

Furnaces and Elixir Collectors


Your goal for every game is going to make like having a lot of furnaces and Elixir Collectors you can. Only 3 furnace will chip in 2400 the damage from the tower.

Be sure to far you Elixir Collector and Furnace to force the opponent to choose between Elixir Collector or furnace to Miner / Poison.

Think of this like a deck Golem pumpy or damage to the deck intense chip. You want to get as much advantage over your opponents panacea has possible.


cons Encouraging


This deck may surpass all others in terms of counter-push. furnace will constantly generate fire spirits to support impulse counter. It is not uncommon for Musketeer, Mini P.E.K.K.A, or Knight to roam after the attack by the opponent. With this, you have to explode on opponents. After the attack will always be the weakest opponent time in panacea and defend against Mini P.E.K.K.A and Musketeer surrounded by Spirits of Fire and Ice Spirit will be very difficult, especially when you Poison their tower as well. If you have a Miner, it's very good for tanking for tower has opposed making the decision to take the miners or the incoming forces.


Not Aggressive Push


Furnace deck is not Hog Rider deck. You can not push the other side very easy when an opponent put the tank on the back. However, this deck does not specialize in defending the good and cons encourage that will provide additional Musketeer or Mini P.E.K.K.A left on defense to push with. Pop Knight at the front and push would be perfect, especially with the Fire Spirits furnace kept pumping.

How to handle the giant Poison


This is really the only fight that needs explanation. As stated earlier, it puts you Elixir Collector and furnaces of various toxins from one another. In this way, they can poison your pump, or furnace, giving you a positive trade either way.

To stop the urge them, using the Furnace to lure the giant to the middle and put a Musketeer ten towers of various Poison from Furnace to slowly deal with damage to the rear guard Giant (Giant lured to the middle will leave behind the troops vulnerable). Use Ice Spirit, Zap (or Log) and Poison to slow the progress of the opposing forces and Mini P.E.K.K.A to deal damage to them. Knight also nice to finish like the Wizard Ice forces or Bomber and disrupt mega Minion.

Okay guys hopefully you have found this guide helpful. Feel free to comment if you need help. Applause!

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