Mmm it's a OrangeJuice
Whats up everyone, this is yarn from Orange Juice
A cycle chip deck is something that can constantly apply chip damage onto your opponents tower
There's the single push which can be as inexpensive as an Ice Spirit / Goblin combo
The Ice Spirit tanks 2 shots from the tower
then freezes it, allowing the Goblins to decimate the tower
It can deal a lot of damage
But also can be easily countered
A simple push can be as humble as a Mini PEKKA / Ice Spirit combo
A medium cost combo can deal a lot of damage if you rush in
Typically it'll be countered by a similar elixir cost combo
With a low cost cycle deck, you can counter those units for a positive elixir trade
When playing against large push decks like Giant momentum decks
The low cost cards allow your deck to be more dynamic to control the plays
If they plant a Giant in the back, that means they're trying to build a strong push
Pushing the other lane can force them to address your units
Forcing them to break your combo, making it easier to counter for a positive elixir trade
If you have a good read on your opponents card rotation and elixir count
You can split your cards
Knowing they'll only be able to address one of the two threats
If there's an expensive unit placed in the back, a seige unit like a Mortar
or Princess forces them to immediately address your attack
If they don't have inexpensive cards to deal with the Princess, they're forced to play one of their combo cards
This allows you to address the unit individually for a positive elixir trade
When your opponent over commits on a defense
And you know you're at an elixir advantage
It may make more sense to push the other lane
Then address that single unit with an inexpensive card
Sometimes you can't just rely on the building
Especially since Inferno towers are zappable
A heavy unit paired with the Inferno Tower is amazing at taking out large pushes
The residual units allow you to build momentum for an effective counter push
Rapidly cycling your cards and chipping at their tower
Forces the enemy to constantly play their cards individually
This controls their elixir by keeping it low
Since they're constantly spending it, they're rarely able to build for big pushes
A building can be very useful for chip cycle decks
Since most of the cycle cards are fragile, you'll need something to deal with the large tanks
The Inferno can't take on a Giant, Bowler combo alone
You'll need to send in supporting units to address the backend units
An Inferno can act as a Zap bait, allowing you to deploy a Goblin combo right after
If they don't have any small units in rotation, you can take advantage of the Inferno Tower's lifetimer
After dealing with a large tank, you can siege them
Forcing them to counter that unit only to be melted away by the Inferno tower
Sometimes you just need have to deal with their push head on
I knew I could handle it since I had Inferno in rotation
and The Log provided insane value
Pushing back the Giant, Barbarians and killing the Princess
If you choose not to use a building, a Mini PEKKA or a Lumberjack can slice away at the Giant
Allowing you to transfer that into a counterattack
A one elixir card in cycle decks are must have
Ice Spirit are hot cakes right now
When paired with Zap, they counter most cards when played correctly
Check out our Ice Spirit video if you haven't watched it yet
A really popular combo is a Minion Horde turned into a counter attack with Miner for support
Ice Spirit and Zap can take out for the same cost as arrows
But are individually more versatile and help cycle your deck
The basic win conditions of a cycle chip deck are to constantly apply chip damage
Breaking their larger combos, allowing you to deal with those units individually for a positive elixir trade
Any amount of damage done to your tower matters with this playstyle
Even an Ice Wizard left ignored can deal hundreds of damage
With a chip cycle deck it can be countered with a 1 elixir card
By constantly applying pressure, this ensures a larger push rarely happens
But when it does, be prepared to shut it down
This is a playstyle that is not for everybody
Adapt the basic concepts shown in this video into your deck and playstyle
It's a high risk, high reward playstyle
You're slowly chipping their tower, while netting positive elixir trades on defense
Even one mistake on a much less skilled opponent can cost you the tower - if you allow them to build too much momentum
I know he's low on elixir, so I sent in my Miner to take advantage of the Rage spell
and since he's tanking, I sent in Goblins deal a bit of damage
Based on the way he's playing, I'm assuming his cards are high cost
So I baited with my Princess
He can't ignore her since his tower is so low
Looks like it's a Bowler, so I can counter with an Inferno
I placed my Ice Spirit at an angle to aggro the Bowler
Then freezed the Mini PEKKA
That was a critical play in ensuring my Inferno could take care of the rest
Knowing he has a high cost Bowler deck, there's a chance he'll pump up soon
So I send in my Lumberjack and Miner to the other side to take care of his Elixir Collector
I still don't know his 8th card
In case he's considering supporting his Princess, I held off on The Log until the last moment
Since his tower is really low, any damage my Princess does is value
Plus it baits a more expensive unit, which I can now counter for a positive elixir trade
I didn't give him any chance to plant an Elixir Collector
But it's double elixir time, so I'm getting my Inferno ready for a huge push
The Log play is very important since it pushes the Bowler and Musketeer backwards
But it pushes the Giant sideways, so the Inferno remains locked onto the Giant
With the cycle deck, I already have another Log that can easily demolish everything including the Princess
Since his tower is Zappable, I don't need to worry about it
Looks like my Lumberjack took it out anyways, since he was low on elixir
And that is game.
I hope the replay helped solidify the points in the video
Chip cycle is one of many deck archetypes
There is no best
It's like rock, paper, scissors
Here's a Lumberjack deck I made to help me reach 12 wins
Challenges offer insane value
I only spend gems on gold
But with the challenges
If you can reach at least 2 wins
It's already more economical by comparison to gold in the shop
And there's such a high Legendary pull rate in challenge chests
Thanks for watching, stay tuned for more quality OJ