Log Bait is a classic deck built around "baiting" your opponent's small spells. Princess, Goblin Gang and Goblin Barrel can all be cleared by a single cheap spell such as The Log, Zap or Arrows. Most decks carry only one or two of those spells, so when your opponent spends theirs on one card, another one gets through to the tower.
Game plan
Figure out which small spells your opponent has. Use Princess or Goblin Gang to draw out their spell first; while that spell is cycling, throw Goblin Barrel at the tower.
Your defense is built on Knight and Inferno Tower. Inferno Tower melts big tanks, and Knight defends cheaply and then counterpushes. After a good defense, put Princess behind Knight to keep the pressure on.
Late in the game, Rocket is your most reliable finisher. When a tower is low, a direct Rocket skips their defense entirely.
Cards and their roles
Goblin Barrel3 elixir Win condition. A barrel thrown at the tower releases three goblins. Deals serious damage if your opponent has no small spell ready.
Ice Spirit1 elixir Cycle card and freeze. Buys time on defense, and can freeze the tower alongside Goblin Barrel.
The Log2 elixir Small spell. Clears your opponent's ground swarms and cards like Goblin Barrel.
Princess3 elixir Long-range splash damage. Reaches the enemy tower from your side of the arena; ideal spell bait.
Goblin Gang3 elixir Cheap swarm. Stops single-target troops on defense and baits spells on offense.
Knight3 elixir Mini tank. Cheap and sturdy; holds troops on defense and protects Princess on offense.
Inferno Tower5 elixir Tank-killing building. Stops big cards like Golem, Giant and P.E.K.K.A.
Rocket6 elixir Big spell. Can hit pumps and backline troops, but its main job is finishing towers.
Tips
Don't always throw Goblin Barrel at the exact center of the tower. Aiming slightly in front of or behind it throws off your opponent's spell timing.
Throw Barrel right after your opponent uses their spell; you have a window until it cycles back.
Place Inferno Tower before the enemy tank crosses the river; the earlier it locks on, the better.
When you're ahead you can use Rocket on defense, but keeping one ready for the end of the match is usually worth more.
Strong against
Against decks with a single small spell: once it's used, Barrel or Princess will get through.
Against slow beatdown decks: Inferno Tower stops tanks and Rocket wins the damage race.
Struggles against
Against decks with several small spells or splash troops (Valkyrie, Bowler, Executioner): baiting stops working.
Against decks with Earthquake or Lightning: Inferno Tower is easily shut down.
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