Hey there guys, Lolman here with another guide. Today I will be showing you this P.E.K.K.A Mega Knight deck I’ve been having a lot of success with recently. So I started using P.E.K.K.A Mega Knight in the Mega Knight challenge, and this deck is just a variant of my original deck that I created. Similar decks have been made, however I will be sharing my deck.
P.E.K.K.A Mega Knight Deck
Elixir Collector – Arguably the most important card in this deck during the early game. It is vital that you Pump up and defend.
The pushes in this deck are quite expensive. Not as expensive as say Golem 3 Musketeers but this is a close second.
An ideal push having a P.E.K.K.A, Mega Knight ((support or opposite lane)), E-wiz and Zap, which is 20 Elixir total! This is insane but very very possible with a sizeable surge of Elixir.
Vs decks with pushes that can absolutely punish your Elixir Collector, it’s best to wait. For example, Miner + Balloon+ Arrows. With a bad cycle on your part, this can take a Tower and a Collector easily.
So I always try to fix up your hand for one which can defend against almost anything first before pumping up.
P.E.K.K.A – This is the tank killer in this deck. Use her vs Hogs, Giants, Golems etc.
Try not to overcommit because he is an expensive defense.
With this, deck early on, I prefer not to commit and defend while I cycle Elixir collectors. The only time I play P.E.K.K.A or Mega Knight at the back is when I am significantly ahead in Elixir (maybe 3-4 Elixir ahead. ). Even then, I would only do so if I am very confident that my opponent will be trying to push that same lane.
Mega Knight- Similar to P.E.K.K.A, one of your defend and counterpush cards.
Never drop this guy unless you can get the value or you are significantly ahead in Elixir which can afford him.
Now you will use Mega Knight and P.E.K.K.A in different situations.
If someone rushes with say Giant + Goblin Gang, I would counter that with Mega Knight and maybe Minions as opposed to a P.E.K.K.A and Zap because the Gobs will kill the P.E.K.K.A really really fast.
He’s also great at rushing your opponent too if you have a good cycle and they do something that puts you ahead in Elixir by a great margin.
With this deck it’s okay to take damange because it’s a 3 crown monster. It is the ultimate beatdown deck. I say this because it hard counters Golem 3M and Golem Mega Knight or any real Golem deck.
Rushing with Mega Knight – I saw he pumped up and knowing I was significantly ahead because he had rushed with a Miner + Bandit earlier also cycling quite a bit to Pump up made me feel safer with rushing him with a push like that and I took his Tower.
Zap – Very important vs Inferno Tower and Dragon.
Mega Knight + Zap fully counter an Inferno Tower and do Tower damage. Just time your Zap well in order to mitigate the damage.
It’s not really a Barrel counter so don’t bother wasting this card on a Goblin Barrel! Use your other cards to do so.
E-wiz – Reset and defense.
Used vs bad Inferno Towers, Inferno dragons as well!
He also can save your life vs siege – Ie if your opponents X-Bow locks on your Tower you can drop E-wiz to get it to retarget onto him or something else! This can save a LOT of damage off of your Tower.
Just keep in mind, chances are opponent will defend your E-wiz before he resets things so try to protect him without overcommiting. I added this on top of my original deck b
Minions – Used to distract Inferno Tower, also good vs Minions, Hog Rider etc. Hog only gets 2 swings on Tower.
Also Bandit + Minions can be devastating if it connects with the Tower. Good defense for your Collector too. Zap resistant. I still believe that Minions > Bats now because of how many people run Zap. Hence why I changed that out for this.
Mega Minion – Similar principle.
If Minions get spelled off you have him. Also in Golem decks I will use the Mega on the Baby Dragon while Minions say take care of the Night Witch for an example.
Can be used as an Inferno Tower distraction too!
Also on a counter push the opponent will have to answer a Mega so it’s great at positive Elixir trades!
Bandit – This is your pressure card.
Great vs Inferno Towers and at sniping cards while your P.E.K.K.A, Mega Knight or both are lumbering towards the Tower.
Combined with say a well timed Zap and it will be a devastating addition to your push!
Also great at defense too 1v1 she trades well and positively vs a LOT of cards.
** Something key here is if you place your Mega Knight behind your P.E.K.K.A, she will move faster! Similar to say a Valkyrie in front of Goblins as they will push her faster.
Changes from my original deck
- Archers-> E-wiz. : Because of the continuous reset and also a greater defensive versatility.
- Ice Spirit-> Mega Minion: Similarly in order for it to be more defensive also to add some more air defense because I see a lot of Balloon circling around this meta.
- Bats -> Minions – Greater spell resistance.
- Poison-> Bandit: Faster cycle also I found that I just e-wiz and 2 tanks weren’t enough ground distraction. Bandit and Mega Knight also P.E.K.K.A synergyze well together with a Zap added to the mix.
Early game- 3:00- 2:00
Pump up, that is key in this phase of the game. Just make sure you have a reasonable defensive hand though.
For example, If your hand is P.E.K.K.A, Mega Knight, Zap, and Elixir Collector. Chances are you don’t really want to Pump up right off the bat.
You want a hand you can defend with, Ie- E-wiz, Minions, Bandit, Elixir Collector. That would be a hand you feel relatively safe pumping up with. You can defend the Collector and any push coming towards you.
It’s okay to take damage so if say they rush with Miner+ Bandit, defend your Pump at all costs then prioritize the Bandit.
So basically the name of the game early on is Pumping up and protect the Pump.
Also depending on what they play, switch up the Collector placements.
Miner Poison? Then Pump up behind Tower of more HP not centre cause they can Miner Tower+ Poison Collector for an example. Etc.
You won’t really end up doing much on offense unless like above you punish a bad decision and just make them regret life by taking a Tower.
All while getting a feel for your opponents deck and figuring out how you will work around their counters.
Mid-game (2:00- 1:00)
Ideally you will have at least 1 Collector down by now.
Vs Log bait, it is hard. They will want to Rocket your Collector every single time but you can use this to your advantage by pressuring hard at the same time! This can either get you at least 1 Elixir off the Pump because they defended. Or a couple of hundred damage off their Tower which can be quite key.
So since you know your opponents deck, you will want to ideally just defend with your cycle cards, E-wiz, Minions, Mega Minion, Bandit etc in order to Pump up again. Defend with those and you will get back to an Elixir Collector quite fast and Pump up.
If I have a somewhat heavy counterpush going, I will not even bother waiting for max Elixir to Pump up because they WILL have to spend Elixir on my counterpush.
Though depending on matchups all of this will definitely vary.
For example, vs a Mega Knight or Golem deck, you will want to Pump up with them. Don’t give Elixir Collector+ Tower + troop Lightning value, and also defend with your P.E.K.K.A and counterpush.
Try not to overcommit.
Around this time I will prioritize pumping up over just steamrolling a push by adding unnecessary cards into it!
Try to build a strong Elixir lead going into 2x Elixir.
Late game (1:00-OT)
Depending on the match-up you will either play for the long-game or you will want to just stop pumping up and go all in.
This situation can vary, depending on how much damage is done on each Tower.
It’s not really a good idea to bottle up like that if your Tower(s) are low and your opponent can spell cycle you for an example.
However if they run a deck like 3 Musketeers or Golem and where they will maybe try to build a push, you can feel free to Pump up in because you can make positive trades. For example, 2M + Ram+ Bandit can be shut down by Mega Knight for massive positive Elixir trade.
However ideally you will want to either defend with or slow roll a P.E.K.K.A or Mega Knight. And then build up troops behind them. Sometimes I do get maybe 2 Mega Knights or P.E.K.K.As in a push along with one of the other troops, as well as support like E-wiz, Minions.
You want to overwhelm them with the sheer destructive power of the deck. P.E.K.K.A for troops like Mini P.E.K.K.A, Valk, Knight etc. While Mega Knight is for swarms like Skeleton Army or Goblin Gang.
These two synergize well together because they cover up each of their weaknesses. Because of this you will want to have a few Collectors going into 2x Elixir and with that surge just steam roll them and take there Tower(s) and watch your 3 crown percentage rise up really fast.
Before I go into match-ups, I want to cover one more thing…
On defense, when to use Mega Knight and when to you use P.E.K.K.A?
Both do the same thing but some better than the other in some cases. I will list out what card I’d play in response to a threatening move my opponent will make.
- Golem/Giant at the back – P.E.K.K.A behind king Tower. (Ideally I will Pump up first! Then play this card, you will have Minions, Mega Minion etc for support by then as well!)
- Hog + support or tank. I.e.- Ice Golem or Knight. – Mega Knight will mitigate most damage rather than P.E.K.K.A because of the knock back and splash hitting both troops!
The Mega Knight only allowed for 1 Hog hit on the Tower! While the P.E.K.K.A would have taken 2 hits on the Ice Golem and then slowed because of the death effect allowing the Hog about 2+ hits depending on your timing.
Hog Lightning (P.E.K.K.A)
This deck is quite popular and understandably so! Because it is actually quite strong and dominant in the current meta. Their P.E.K.K.A will be your #1 annoyance but it’s quite easy to deal with this.
You will want to Pump up making sure you do so behind the Tower with more HP (not at the center because of the Lightning radius could give value). Even if they Lightning the Collector. It’s a +1 trade for you and when you steamroll them it’s very easy to overwhelm the P.E.K.K.A
. Just build yourself an advantage then overwhelm on the counterpush. Try to catch them in moments of low Elixir when you Pump up.
Overwhelming P.E.K.K.A with your troops.
Mega Knight Miner or Battle Ram
One of the easier match-ups
E-wiz is key because both the variants I saw had Inferno Dragon. Try to save your Inferno Dragon for this, also vs the Miner version.
I would avoid pumping up in the centre if they already Miner + Poisoned one Tower + Pump. I would switch placement to behind the Tower which has more HP.
Once you get the Pump lead and Elixir flowing, it’s only a matter of when you decide to start building your pushes and eventually just take their towers.
It’s no challenge whatsoever to beat this deck especially if they don’t deal with your collectors efficiently.
Not much needed to be covered here. Save your P.E.K.K.A for the Golem.
I like to Mega Knight the support then Zap the Bats of the Night Witch, Minions for the Mega and Baby Dragon and you will have a Tower taking counterpush.
Keep up with their pumps.
Also! If they do something like Pump up. And you do the same, and they Lightning? Feel free to rush them.
They dropped a Collector giving you a free Collector then Lightning should mean they are broke, save 10 then go for a Mega Knight Minions rush push and you will be able to very easily deal with whatever they defend with, with maybe an E-wiz or Mega Minion. Also don’t give Collector+ Tower+ troop Lightning value
Successful Golem defense. +2 trade . I used 19 Elixir while opponent used 21 Elixir. Allowing me an early Elixir lead. Along with me being able to Pump up again!
Quite easy match-up. Keep up with pumps.
Slowly roll P.E.K.K.A towards the 1 Musket. Chances are they will Battle Ram, Bandit etc the lane of the 2 Musketeers giving you the perfect chance to just drop your Mega Knight on top for easy value.
If he doesn’t kill the Musketeers with the 2nd hit or they’ve added say Bats, Minion Horde etc on the push, just use your Zap.
This will give you a huge positive lead and a P.E.K.K.A marching down the other lane with near full HP!
My ideal defensive strategy vs 3 Musketeers deck.
I haven’t faced this deck at all. In about 40 games I played in challenges but it should be straight forward.
You have Minions and E-wiz to deal with the Hound and Balloon, Mega Minion as well.
Zap is key, Zap can win your Mega Minion battle. You should not have any problems facing them.
I think I covered pretty much everything. Give this deck a try. It is really really really strong, so play away till Mega Knight ultimately like most new card releases gets hit with the nerf hammer!
Best of luck, Lolman out.
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