Mortar is a siege building that can fire at the enemy tower from your side, and it's cheaper than X-Bow. With Miner alongside it, troops coming to stop Mortar get hit by both Mortar and Miner. The deck is cheap and applies steady pressure.
Game plan
Place Mortar on your side, near the river, so it can reach your opponent's tower. When your opponent sends troops to destroy it, defend with Knight, Archers and Skeletons.
Send Miner to the tower for extra damage alongside Mortar's shots. Miner can also go after the backline troops attacking your Mortar.
Mortar works on defense too: it pulls building-targeting cards (Hog Rider, Giant) toward itself and shoots them.
Cards and their roles
Miner3 elixir Second win condition. Damages the tower or the troops attacking Mortar.
Mortar4 elixir Win condition. A cheap siege building that shoots the enemy tower from your side. Has a blind spot at close range.
Skeletons1 elixir The cheapest cycle card. Distracts single-target troops.
Spear Goblins2 elixir Cheap ranged damage. Hits air.
The Log2 elixir Small spell. Pushes back swarms heading for Mortar.
Knight3 elixir Mini tank. Stands in front of Mortar to protect it.
Archers3 elixir Cheap air defense. Can be split into both lanes.
Fireball4 elixir Medium spell. Clears support troops and finishes towers.
Tips
Remember that Mortar can't hit troops right next to it; meet troops that get close with Knight or Skeletons.
Place Mortar when your opponent has spent elixir or when you have an elixir lead.
Sending Miner onto ranged troops your opponent uses against Mortar (like Musketeer) is a good trade.
Don't risk Mortar while your opponent holds Earthquake or Rocket.
Strong against
Against slow beatdown decks: constant Mortar pressure leaves them no time to set up a tank.
Against building-targeting decks: Mortar pulls those cards on defense.
Struggles against
Against building-killing spells like Earthquake and Rocket.
Against strong air decks: Mortar can't hit air.
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