Lumberjack- Even though many people hate it for its supposed lack of usefullness, it actually has some very unique stats. The most obvious characterisitic is the rage that it drops after it dies, but it has some other stats. It hits with a big 200 damage, which isn’t that surprising, until you see that it hits with a 0.7 attack speed, upping its DPS to a whopping 285 damage. It has decent health, 950, and its DPS is very close to a Mini Pekkas. Comparing it with Mini Pekka, there are of course some disadvantages and advantages if you use Lumberjack. Disadvantages: 1) Less DPS and single damage 2) Less health. Some advantages: 1) Faster speed, both running and hit speed 2) drops rage 3) is less hard countered to swarm troops like Goblins and Guards. This means that while it is behind the Golem, it can quickly run up to any troop in the way and start hacking at them, and if it dies, it can drop its rage and then havoc breaks loose. It is the perfect assasin, and sometimes you can zap the tower to retarget to him if you wish.
Log- Funny how even though the Lumberjack and Log are supposedly related, while Lumberjack is the worst rated legendary, log is becoming, if not already, one of the best legendaries in the game. Its pushback, 250 damage (100 crown tower), and its large range is perfect for taking care of massive pushes and getting rid of pesky princesses. When paired with a major push, it can clear the path towards victory.
Zap- I know that placing another spells is slightly awkward, but even though log is already placed in, it is best if you had another spell handy, due to the rise of spell-bait decks. Zap is extremely handy in killing swarm units and minions when ice golem dies as well, retargeting units, shutting down sparky, and letting your Golem survive that Inferno. Not much else to say.
Golem- And now we go to our main star, Golem, the biggest chunk of rock around. At tournament standards, with a whopping 4000+ health, more than the King’s tower, it has insane health! Not to mention the 250+ death damage… and the two Golemites that have health equal to Ice Golem. Usually we do not play this card until 2x elixir. Golem is the best tank in the game.
Ice Golem- The Golem’s little brother that finally made it into the arena. Even with the nerf, it is still one great card, as it can buy some time and help make a small counter push. It can still counter skeleton army well with a little more precise placment. The Ice Golem can kite units and help counter a push.
Tombstone- Due to Elite Barbs, Hog Riders, and the new Battle Ram, it is best to have a building in this deck that counters these ‘cancer’ units hard. Plus, a spawner helps to counter pushes, even if it doesn’t chip away the tower. Spawner+building+CHEAP. What a good card this is! Tombstone can occupy Ice wizard and Mega Minion for a while, and counter the Giant really well, even maybe by itself. Of course, people usually have zap.
Muskeeter- One of the key air defenses in the game, it is the ultimate support unit, and is perfect for a Golem push. She must be protected when defending and when attacking. When there is a Balloon or a Baby Dragon, she is the one to call on. See a lone LavaHound and you don’t have your Mega Minion in cycle yet, call on her to take it out.
Mega Minion- The living beast that die twice, even with the two nerfs it still has a very powerful charactersitics. Able to do about 250 each hit, it has a health large enough to survive all spells except lightning and (of course) rocket, and it can hit very hard. This 3 elixir card is the only air unit in the deck, so use it wisely.
If you wish to change the playstyle of this deck, here are some substitutions for this deck:
Tombstone---> Elixir Collector or Furnace
Lumberjack---> Mini Pekka or Miner
Zap----> Princess (?) or Fireball or Electro Wizard
Golem---> Lava Hound(!)
Ice Golem---> None
Muskeeter---> Archers or executioner
Mega Minion----> Minions
Let’s talk strategry
Before 2x Elixir- Try to start off with a Tombstone or you can just wait it off for your opponent to attack first. Try not to place your Golem in, unless you want an early counterpush. Some deck matchups to defend:
Hog Rider- Tombstone should usually do it, and with ice golem to tank any support units. If you don’t have tombstone back in cycle or it gets countered by zap, you can use the Lumberjack to counter it.
Elite Barbs- Same as Hog, except with Mega Minion to kill them off.
Giants- Tombstone should draw the Giant in, and use Lumberjack/Mega Minion + Ice Golem to take out support units, which should take also kill the Giant (if the tombstone hasn’t taken care of it already) and now you have a counter push!
LavaLoon (and any Lavahound deck)- Sneak the Lumberjack underneath for any ground support units. Keep zap handy. Use Mega Minion to take care of the Lava Hound and Tombstone to draw it in and assist the Lumberjack. For balloon, tuck your Muskeeter safely behind the Lava Hound and Balloon and take it out. If there are Mega Minion or Minions, place Ice Golem and zap if necessary for Minion horde.
Zap Bait- Use your log and zap only when you need to. Use ice golem a lot. When pushing, just ignoring that goblin barrel and go for a full beatdown. So what if you lose a tower too? Zap baits usually have trouble getting a second tower, while this deck can get really any tower. If you have already taken a tower, this is even better because now you can place units on that pesky inferno tower.
RG- Lumberjack to hack the RG, Ice Golem to protect him, log to kill any support units or at least chip away their health, and tombstone for the RG to target. Zap and Ice Golem for minion Hordes.
2x elixir- Now that is 2x elixir, now you can crack your knuckles and start pushing. Place tombstone down to just make sure in case of a counter attack. Place it slightly to the opposite side of your push, as it makes sure that when your opponent surprise attacks, it will be on the side you are pushing. If you have any troops already on the field, do not let them go to waste. Place another Ice Golem if you can and then the big Golem. Keep zap ready. Spam your three kill cards: Muskeeter, Lumberjack, and Mega Minion. Keep spamming but always make sure you have enough for zap or log. Doesn’t matter if he sends in only a goblin barrel or a Princess. Think of your tower health as a resource: sometimes something to protect, but sometimes to sacrifice a little bit of. Of course, you should not ignore a full blown push. That’s way you should usually place your Golem after countering a push.