Whats up everyone?
This is OJ.
Today
I will be talking about what me and
Ash believe is one of the strongest cards in this game.
We believe it is like Giant/Poison, except
It's not for every single deck because it contains a legendary.
i'm able to consistently score 10 to 12 wins with
graveyard decks. it's just insane
here's my personal deck it's a variant
of Colton and electr1fy's deck. we made
these decks around the same time when I
saw Colton's deck, i felt that the ice
golem wasn't for me and when I tried
electr1fy's deck the skeletons were
insanely high skill I only reached five
wins with his skeleton variant why is it
good
a level-one graveyard does about 2,000
damage to level nine tower as it does to
level 13 tower since the towers one-shot
skeletons at tournament standard the
level 13 tower isn't more powerful
against it i recommend watching my
graveyard video to have a deeper
understanding of its mechanics to
summarize the graveyard video the spell
spawn skeletons at a rate of point five
seconds a tower kills a skeleton once per
second so the tower can keep up any sort
of unit even a mega minion tanking can
help the skeletons accumulate on the
tower for every arrow the tower shoots
of the mega minion that's every "Teacher its Kay Turn"
that isn't going to die
imagine if you can counter the skeleton
army of zap it would just destroy the
tower really fast
let's break down the deck usage into
individual cards since this video is
going an entire deck
I won't be going into too much detail
for every single interaction of each
card you can use the fireball anytime
you can kill for liquor or more
basically can use fire when you hit a
medium-sized unit and clip their tower
for some ship damaged
this is a huge win condition always use
it with a greater takeout archers
minions minions horde or even barbarians
if you recognize a pattern where they
always counter your graveyard with
barbarians you can use this to your
advantage
this is the first time I'll precast a
firebolt this download ensure your
graveyard does thousands of damage the
tower and they're now down barbarians if
you want to use something else other
than fireball freezes really fun to use
it's good to freeze any graveyard
counters like archers or minions this
can potentially deal more damage than a
fireball since it also shuts down the
tower from killing skeletons the
drawback is that you now have to worry
about a huge counter-attack and you're
down four lik sir
be sure to be an elixir advantage when
using the spell or when you know when
you have counters the unit's you froze
in my deck I usually only use infernal
against Giants golems or bowlers if
there's a giant boulder i'll do a 42
plant it's usually not that easy though
they always have a SAP and that's why i
always have a mega minions to take out
the bowler Inferno tower is critical in
this deck because it allows you to
pressure the other lane for negative
electric raids when I see a golden I'll
go all out and pressure the other line
with graveyard because i'm confident by
the time to golden reaches my side of
the map i can just do a 4-3 plant for
positive elixir trade lane pressure and
elixir management is extremely important
by pressing them you denying them the
privilege of being able to support units
behind that golem the bowler plays a big
role in this Dec he denies skeleton army
furnace archers hogs essentially all the
small ground units then he translates
into a counter-attack and it doesn't
matter if they have buildings to counter
him for every arrow he's tanking a new
skeleton isn't being killed by that
arena tower if i can afford damage in my
rena Terrell always use the bowler to
counter hog it does cost one looks are
more than the hog and the hog does
manage to hit the tower once but this
translates into a deadly counter-attack
i'll have enough for graveyard plus
fireball once he reaches the other side
he's also great at defending against the
popular ice cold room hog combo paired
with the mega minion archers or I spirit
it can prevent a lot of damage from
being done to the tower which also
translates into a counter-attack and I
spirit is particularly good it does cost
two extra elixir to completely shut down
hog but that's an investment for a
counter-attack big purple guy with
almost 2,000 health banking for
graveyard is a common one condition in
the step when defending against
splashing it's like a wizard or even
your enemies bowler you never want to
plant them directly in front of the
tower it'll just click the tower with
all that unnecessary damage the
tombstone can substitute Inferno tower
it's not absolute angular but it can
pull them
it plays kind of different than the
Inferno tower
because you can plant it on the map to
bank elixir in that sense it's also kind
of an offensive building where it helps
the graveyard accumulate skeletons when
they're attacking this is the most
important card in the deck for me it's
straight-up counters mega minion which
is very common to see like when they
counter your bowler with a single mega
minion encounter a lot of other cards to
single interactions it stops cards
xperia villains archers or ice wizard
all for positive elixir trade you can
stop a prince charge which is extremely
important to protect your informant our
in larger battles if I see a giant and
Prince can do a 4-3 plant this distance
only pulled the giant it does not pull
the prince
then i'll use the I spirit to pull the
prince and drawn into the inferno tower
plus freedom stopping his charge attack
and stopping that giant his tracks
it's all about how you use the I spirit
if you pre-plan I skirt it won't click
all six minions the most important part
is planting it close enough that the
first minyan hits the ice spirits or
clumps them all up
he'll live long enough to splash on to
all six of them for a huge positive
looks to train and if they have a minor
you can just zap the Horde in terms of
offensive uses this guy can take two
shots at our and fries at our for one
and a half seconds the graveyard has a
slow time so it spawns its first
skeleton one and a half seconds after
casting so the perfect timing is the
part that I spirit immediately followed
by casting that graveyard spell in there
Tower if you plant the graveyard then
the I spirit the tower won't hit twice
that's two skeletons that didn't
accumulate this is a great combo if you
know they have zero counters to your
graveyard in their hand like when I see
them use their only counter to graveyard
in this case archers it's also
particularly effective when they plan to
building in the front
this is when they're down on elixir if
you push the opposite lane the I spirit
will slip past the building
despite the sponsor of the tombstone
recently had a well-timed and
well-placed tombstone can still counter
furnace very effectively the furnace
deals over a thousand damage to tower if
it's left ignored
it's a struggle playing against it
should never let fire spirits travel to
your tower basically one fire street
packs a punch of a fireball on an arena
tower
bowlers are perfect against spotters
even if he doesn't reach the tower is
tanking capabilities are really good for
graveyard but when you don't have a
bowler where you can't afford to use him
and I spirit can I two waves you want to
time it so that the first fire spirit
dies to the tower then swerved that the
second fire spirit onto I spirit to take
it then it'll jump onto the next way
that spawns each wave is worth 1.5
elixir so this is a good positive elixir
trade if you want to change it up a bit
the ischool is a bit easier to use
he offers similar defensive capabilities
as an eye spirit but it's usually more
guaranteed defense it's not as finicky
where you need to worry about the exact
tile placement or timing like a nice
beard does plus you can kill a skeleton
army when he dies it just offers so much
value for 2 elixir basically can kite
most units or tank tiny pushes it's like
an impenetrable wall
the reason why I school is better than a
minor in a graveyard deck is because he
doesn't need to reach the tower to tack
it he just needs to be in range of the
tower skeletons accumulate really fast
when he's tanking archers function very
similar to the I spirit and that they
can defend against most cards and the
twins can be zapped arrowed or log you
have to fireball them usually when i
start the match like to split the
archers this lets you attack or defend
either side paired with a nice beard a
single Archer can deal just under 500
damage the tower if your opponent is
running a high-cost deck there's no way
they're defending both single archers
splitting them in the center prevents
both archers from getting splashed by
units like a baby dragon or vault green
archers pair of the graveyard can be
very deadly to if the archer tanks for
the skeletons more skeletons will spawn
if the skeletons tank for the archers a
single Archer could be sleeping the
tower for the entire duration of the
graveyard one thing two notable explain
cards is that once a tower is down the
passing behaves differently they won't
split around the back end this is the
area you have to plant them if you want
them to split any of these tiles will
work in splitting the archers with the
recent balance changes the megamillions
still functions the same encounter
mostly it's like a boulder or Valkyrie
and it's still one shots archers
this card is mostly for defense and
rarely pairs of the graveyard
unless you can manage the build up for a
really huge counter-attack this car
takes care of all the small units like
goblins minions skeletons or even the
skeleton army it's fairly reasonable to
use this to stand in front of tower to
allow your bullet to get a few extra
shots in or even to force Inferno tower
to retarget on two skeletons and save
the bowler when paired with a nice cool
or I spirit it can completely take out
minions 43 elixir it can shut down the
popular minor minion horde combo most
importantly a popular counter to
graveyard skeleton army this card
counters their skeleton army when they
tried to defend your graveyard if you
aim it just right you can take out all
the skeletons for positive alexa traded
as an added bonus that chips the tower
and stuns it this type of deck works
great in challenges and tournaments
arches died two mega minion with one hit
a tournament standard this is also a
deck that works really well on ladders
simply because the level one graveyard
deals roughly 2,000 damage to an arena
tower regardless of the level once the
King's tower is activated most players
find it hard to get greater to perform
effectively but it's quite the opposite
a board with 1,700 health can be planted
right in the center to take both arena
and King tower while the graveyard does
work their way too many interactions to
cover in this video and i'm not able to
cover every single one
otherwise this video would have been
really long on how to use just one deck
but overall the basis of this type of
deck is that it can counter almost
anything and translates into a
counter-attack or can push any time
sometimes it only makes sense to play
great bag when their archers are out of
rotation or played in the other Lane
sometimes a prediction firewall is the
only way you can win the game
sometimes they can perfectly countered
river and you end up defending the
entire game or using viable to kill them
out slowly the graveyard is a really fun
card to play but also very dangerous to
play against when building a deck you
should always have greater counter like
archers are minions at the very least
thanks for watching stay tuned for more
quality OJ
if you want to learn more about the step
of dec checkout Colton's video there's a
link in the description below
he takes a different approach and
teaching how to use this deck and has
valuable insight as well