Hey Guys this is Troy and today i am gonna be showing you a Three Musketeers Battle Ram deck with Some variations.
This guide has been updated multiple times, and this time I just wanted to put in my new decks, as well as how to counter these new metas.
Table of Contents
Stats and What They Mean
Decks Played with Three Musketeers
Three Musketeers/Control
Three Musketeers/Beatdown
Synergies
General Tactics
In Draft Royale
Substitutions
Timing
PUMPS!
Conclusion
Stats and What They Mean
Here are some quick stats on the card itself. It has only had one balance change, and that was on 3/23/16, when its cost was decreased from 10 to 9 elixir.
Cost: 9 elixir
Rarity: Rare
Type: Troop
Mass: Medium
Level 1: 340 Hitpoints | 90 Damage per second| 100 Damage| 1.1 sec Hit Speed| Targets Air & Ground| Medium Speed| 6 Range| 1 sec Deploy time| Count x3|
Level 7: 598 Hitpoints| 160 Damage per second| 176 Damage|
Level 11: 870 Hitpoints| 232 Damage per second| 256 Damage|
So, in other words, a single musketeer can:
1 shot equal level goblins, fire spirits, skeletons, spear goblins, princess
2 shot equal level minions, archers, bomber
3 shot equal level guards
4 shot equal level barbs, mega minion, musketeers, wizard, witch, ice wizard
6 shot equal level mini pekka, baby dragon, lumberjack, miner, iDrag
8 shot equal level hog, knight, dark prince, sparky
9 shot equal level valkyrie
I didn’t list tanks because, fact of the matter is, it will take more than 9 individual, or 3 group shots to kill them.
That should put some very obvious things on the table. First, there being three musketeers, anything in the 1 shot section should not be used against three musketeers unless a double quick drop is performed. This would otherwise result in a minimal stun and ultimate loss of elixir on the defenders part. Also, bomber, while it seems like it would get at least a shot off on a single musketeer, it will get no shots off on three musketeers because of the range difference. This also applies to archers, but there are two of them, so three musketeers against archers, the archers die and the leading musketeer takes an arrow to her face. One other thing I would like to point out is that people usually consider the valkyrie and barbs to be a hard counter to three musketeers. However, looking at the stats, this only applies if the musketeers are ambushed. If played proactively, barbs/valkyrie will almost certainly die before doing any damage to the triad.
TL;DR: If attempting to counter with troops, three musketeers should always be ambushed, and troops with less range will die in the .5 tiles that the opposing troop is still walking.
Decks played with Three Musketeers
Giant Musketeers beatdown: pretty much your classic three musketeers deck, focuses on playing three musketeers with a giant, and having the giant tank while the musketeers destroy the tower. Some variants of this deck favor miner for split pushes.
Pekka Musketeers beatdown: dubbed the best three crowning deck, this deck focuses on complete and utter annihilation of the opponent with the sheer dps of pekka and three musketeers, as well as the hitpoints of pekka.
Golem Musketeers beatdown: This used to be a joke, but in the current golem meta this is a viable play. The golem is just so tanky, and forces your opponent to take massive damage from the musketeers or the golem. It also pressures barb placement, as both can require barbs.
Three musketeers control cycle: This deck focuses on mini tanks such as mini pekka, ice golem, knight, miner, lumberjack, and valkyrie to make split pushes and counter pushes that are cheap, and hard to defend. This kind of deck does not always focus on three musketeers, as, in the case of my particular deck, my most common pushes involve lumberjack and miner. Some variants include mirror.
Colton barb hut musketeers: Focuses on control, defense, and counterpush, utilizing the contributions both barb hut and 3M add to the elements above. Consists of 3M, barb hut, archers, hog, ice spirit, log, fireball, and ice golem
TL;DR: There are five main types or 3M decks: Giant beatdown, Pekka beatdown, Golem beatdown, 3M cycle, and the Colton barb hut 3M. If there are more decks that I just forgot please comment.
Three Musketeers/Control
Now here is a guide on Three musketeers control, as this is by far my favorite deck archetype and I consider myself not indecent at playing it. So here goes, starting with the decks.
General Deck Build
Because 3M Control Cycle focuses on splitting and pressure, it usually has a specific structure.
3M
Pump/Barb hut
Swarm
Cheap Support
Medium Second Win Condition
Mini-tank
Spell
Cheap Defense
Let's quickly apply this to a deck: Barb Hut 3M.
3M - 3M
Barb Hut - Pump/Barb Hut
GG - Swarm
FS - Cheap Support
Miner - Medium Second Win Condition
Ice Golem - Mini Tank
Log - Spell
Tornado - Cheap Defense
Note that tornado serves as a cheap defense, so in this deck you would want to make sure to reserve that for defense. As with all decks, you also want a balance of splash/point damage and air/ground targeting.
Super Meta Decks
3M control cycle
This deck is what I thought was the superest most meta-y deck that was ever played with 3M. It consists of:
Three Musketeers
Pump
Knight - Tank
Goblin Gang - Swarm
Battle Ram - Medium Win Con
Skeletons - Cheap Defense
Ice Spirit - Cheap Support
Arrows/Log - Spell
This deck is not my deck, but it is very popular among top players for its offensive and defensive capabilities. This deck focuses on two crown victories, as a split three musketeers push can be very threatening. Forcing the opponent to manage both lanes can push them to make more mistakes, which can be very easily capitalized on using pressure cards such as battle ram and 3M.
Offensively, this deck gives you many options, from pushing without 3M, using battle ram as the win condition, with a knight tanking, or an ice spirit supporting. However, when 3M are thrown into the equation, especially during double elixir time, when it is easier to support a double lane push, the two mini tanks in the deck (ram and knight) can provide a lot of support. Total, battle ram has 2029 health (lvl7), and knight has 1399 (lvl9). Another key part of this deck are the cheap, one elixir response and support cards. Between ice spirit, and skeletons, ice spirit has much more offensive potential, while skeletons have much more defensive potential. Ice spirit can be used to stun mini tanks that ambush your musketeers, and stun swarm troops such as, but not limited to goblin gang and minion horde. However, on defense, ice spirit is essentially useless against larger pushes unless you have other troops to defend with as well. Thus, we use skeletons to add cheap defensive value to the deck. They can be used in the beginning of the game to make sure the opponent cannot push a lane (by splitting) and later to defend against building targeting win conditions (giant/hog/golem) or to kite troops to the death zone in the middle of your field (baby dragon, mm, knight, etc).
Defensively, this deck has slightly less options, but a key part of all 3M play is knowing when to play 3M defensively. When playing 3M defensively, it will almost never be value, as it is a 9 elixir card. However, with their high dps, they can take down a large number of units before even being touched, meaning that your opponent will have to spend more elixir to kill them later. In addition, when using 3M defensively, you have to make sure that they will not be spelled down, with lightning, fireball, or rocket. this can be done by splitting them near the king, or baiting the spell before hand. Splitting near the king can also translate to an opposite lane pressure. You usually want two musketeers defending and the other pushing. Knight is also a key defensive card, as he provides a constant amount of dps and can tank a few shots before dying. You want to reserve him for this role, as he can then usually be used to counterpush. In addition, GG is your heavy swarm card to take care of a multitude of air and ground targets. They can also be split to bait log or pressure the opposite lane. I'll talk pumps later in this guide, as they are a key part of every 3M deck (and pump will get a nerf soon I bet).
3M Bridgespam
This is now one of the most meta decks in the game. The bridgespam trifecta (Battle Ram - Night Witch - Bandit) pair well with 3M to keep up pressure against your opponent, while also serving as good defensive cards. It should look something like this:
3M
Pump
Ice Spirit - Swarm
Cheap Support - Bandit
Night Witch - Medium second win condition
Battle Ram - mini-tank
Zap - spell
Cheap Defense - Ice golem
This deck puts a lot of focus on pressuring your opponent and punishing mistakes. Let's first focus on the bridge spam trio. Total, to plant on the bridge, this combo costs 10 elixir. Thus, it can be played almost instantly, and is very threatening. For example, if you opponent pumps at the beginning, and you spam the bridge, it is almost impossible to defend the trio with 4 elixir. Make sure to spam on the same side as the pump, so that you kill the pump if you take the tower. This combo can be used to punish any elixir disadvantage.
With 3M, the combo is occasionally broken apart to support 3M. Because all of the cards are on the cheap side, they can be used as supports. Battle Ram and Bandit are the main cards in this role, as shown above, because they are a mini-tank and cheap support respectively. Night witch is mainly a win condition, so she will not be played in front of a musketeer very often.
The best part about this deck is that you will almost never have a hand where you cannot make a push, or where you cannot support 3M. With this deck, the best defense is a good offense.
TL;DR: Meta Decks for 3M. Very effective, and are two of the best 3M decks around.
Three Musketeers/Beatdown
Three Musketeers beatdown decks are a completely different archetype as above. Instead of running low-cost, quick cycle decks that utilize mini-tanks and 3M's range and firepower, they rely on heavy tanks and expensive pushes that will take an entire tower, maybe even three, within one push. I favor control, as stated above, but here is a guide on 3M beatdown as well.
As stated above, there are three main tanks used in this archetype: Giant, PEKKA, and Golem. Because these decks are very high cost, they usually utilize elixir pump as well (more on this later). Lastly, they usually utilize minion horde or barbs for spell bait, as both are very tempting to fireball. In addition, barbs can be used to lightning rod for 3M.
General Deck Build
In my opinion, most 3M beatdown decks should follow this general format. This is because it ensures that it incorporates some fast-paced element so that the entire deck does not rely on beatdown.
Primary Spell
Cheap Spell/Splasher /princess
Low Cost troop
Tank
Duh...3M
Elixir Pump
Bait
Bait/ Mini-Tank
This is evident in some simple 3M decks. Take for example:
Primary Spell - Zap
Secondary Spell - Fireball
Low Cost Troop - Ice Spirit
Tank - Giant
Duh...3M - 3M
Elixir Pump - Elixir Pump
Bait - Minions
Bait/Mini-tank - Barbs
This deck ensures that spell bait, and split pushing take part in your gameplay. Having a mini-tank to tank 1 musketeer or 2 musketeers is vital in a 3M deck. Obviously, barbs work particularly well, as they are a mini-tank and spell bait.
General Playstyle
The definition of a beatdown deck, from the Clash Royale Terminology Guide, is: "a deck archetype that focuses on fighting on the enemy side, maximizes troop synergy, adapts to defenses, and uses high damage-to-cost troops.". In addition, it states that beatdown decks require specific counters to be in play, or else a tower will go down.
First, let's talk about general gameplay, from beginning to end. The first thing that is important to remember is that beatdown decks require a lot of elixir. Therefore, in the beginning of the match, it is important to begin pumping elixir (again, more on this later). Then, you want to either, (a) begin a large beatdown push, or (b) wait for your opponent to attack, and then defend and counterpush. This is a overarching principle for beatdown, but it can be especially applied to 3M beatdown. This is because 3M has such a high damage output, so it is possible to take down huge pushes with a simple 3M zap, or 3M ice spirit. However, one can also defend with barbs, and if they are fireballed, proceed to push with 3M. The only difficulty with this, and the reason I prefer 3M control cycle, is that by the time you build up a huge push, your opponent will already have cycled his hard counters back into play. It is more agreeable to be able to attack instantly, in the time you have.
After the first few pushes have been conducted, it is time to get real. Beatdown decks shine in double elixir time. Think about it this way. The more troops and therefore dps is opposing you, the less a troop will do, because of its deploy time. Everyone has thrown a minion horde on a hog at some point in their life and had the minion horde die while deploying due to prefired arrows. Therefore, if you can place down six musketeers, a valkyrie will have a hard time dealing more than one swing, if that.
Before double elixir time, at 1:10 it is ideal to place a pump, as that is the last viable time to place a pump, unless it is clear the game is going into overtime.
At this point, you must simply wait until the time is ripe to build a large push. For example, if you can defend a hog push with 3M, then it is easy to take that 4-8+ PET and overrun your opponent. That fact does make 3M particularly attractive in beatdown, as most beatdown decks have a harder time dealing with hog control cycle.
TL;DR: 3M Beatdown has its pros and cons, and can be very effective at overrunning an opponent if played strategically.
Main Beatdown Deck: Pekka 3M (Cycle?)
Decklist first please.
Pekka - 4 - Tank
3M - 9
FS - 11 - Bait? Not every deck fits the guide perfectly.
IS - 11 - Cheap Troop
EC - 7
Tornado - 4 - Secondary Spell
Log - 2 - Primary Spell
Knight - 2 - Mini-tank
This deck plays very well at my current PB of 4600, but the season is still kinda new, so there's no telling how far I'll go (I know, everybody on this island, seems so happy on this island, everything's by design.)
You look at this deck and most likely, you are wondering, this looks like another s*** PK deck, like that one terrible mortar graveyard deck that I still think is good.
The main problem with this deck is that it seems to have low defensive potential, with the only groundspam being fire spirits and ice spirit. However, this is beatdown people, so counterpushing is (again) a huge focus. Pekka and 3M have huge defensive potential when played in the right moment, and largely act as the anti-tank in the deck, as well as Pekka being a high health wall. I recently subbed knight in, as it survives longer in graveyard, and provides that so needed ground troop.
The role of tornado in the deck is huge. Pekka and 3M synergize very well with tornado. 3M + tornado against any lava hound push without lightning leaves 3M untouched. It can pull ranged glass cannons to pekka to take it out. Can realign bowler. In addition, it plays a key role in defending pumps, as well as defending in general, once the king tower is activated. A few points on tornado that I used to mess up on:
Activating King tower is not strictly necessary, especially when an arena tower is low on health.
Pulling to the middle of the field can be as deadly as to the king tower.
Know when to pull towards a Pekka, or away from 3M.
When played tile perfect, can make sure 3M outrange units like wizard and bowler, completely shutting them out.
The other problem with this deck is that it doesn't have too many options for attacking. (This is a real problem by the way). However, this can be solved by making sure that you have pumps and pumps and pumps, and capitalizing on any mistakes. Just one baited fireball can be the game, especially with cheap support from the spirits and miner. I literally just won a game fifteen minutes ago where I played 3M + IS as he played a giant, leaving him five elixir to kill my ten in as many seconds.
However, this can be largely solved using miner and cheap support (IS/FS), as a split push, if pekka was used on defense, can provide a lot of pressure. As I stated before, this can screw with your opponent, forcing them to make mistakes.
In general, as long as you can keep their tower below full health before you go into double elixir time, you are in a good position to start a Pekka 3M push.
Also I've literally been using this deck for 2.5 months now, and it still freaking works.
Synergies
Aside from decks, I also wanted to list some cards that generally synergize with 3M, which can be used to build your own decks. Keep in mind a general format, as well as choose your archetype from the list above.
The log - Pushes away units and deals damage so that ambushes are less effective, eg. a valkyrie will only be hitting 2/3 musketeers. Advanced tech: The log can be used to push other ranged units out of range of the musketeers. If timed right, troops like bomber, archers will get guaranteed no shots off.
Zap - Same as above, but stuns, which is generally less effective. Can be used on minion hordes.
Arrows - preemptive arrows against a minion horde can make the difference between the game. Any counter to your tank will be shredded by the 3M, and so it usually results in a tower.
Fireball - although I do not use it due to it's high cost as a spell, it can deal with barb ambushes and double quick plants if played preemptively. Decks that include 3M and Fireball may want to include pump to ensure that the fireball can be played on time.
Princess - same as above, also can bait an opponent’s fireball.
Ice Golem - slow down effect as well as a crazy amount of hitpoints for just 2 elixir. Can form very powerful split pushes when paired with another mini-tank or tank.
Knight - deals damage that cannot be ignored, and has a surprising amount of hitpoints for three elixir. Essentially a miner that is slightly better on defense, but has less potential on offense.
Both Spirits - Can be trapped behind the wall of three musketeers, forcing your opponent to zap, or sacrifice a troop to them, eg. minions. Are also cheap, so can be played in the middle as soon as you play 3M if you are worried about a minion horde. Advanced Tech: Play slightly after 3M so that your opponent does not react to them when they play another squishy troop.
Miner - great for split pushes, can surprise your opponent because a simple miner - musketeer push can destroy the tower. Semi-Advanced Tech: Play on the inside tile next to the arena towers so that both arena towers target if you are planning a split push!
Lumberjack - Drops rage, which gives the 3M a nice buff, but also deals crazy damage and has decent hitpoints. The 3M or 2M will clear the way for him, destroying valkyries, etc. Tip: Drop him as the 3M are on the tile before the river (or slightly before if you have slightly worse connection) so that he just runs in front of them by the time they cross the bridge.
Barbs/Minion Horde - Can provide decent defense for 3M on the opposing side of the arena. They can also serve as fireball bait/lightning rod. (Actually, my barbs have less hp than my 3M =P)
Barb Hut - Can lightning rod for 3M, and provides a consistent stream of mini tanks. Watch out for fireball.
Battering Ram - At this point, its pretty clear what I'm trying to say here. Barbs go well with 3M. Anyways. Ram charges while 3M clear the area, ram pops and tanks for 3M/2M/1M.
I did not list heavy tanks because they are already automatically in a beatdown deck that surrounds them.
I wrote this part of the guide before that super meta battleram-3M deck lol.
CALLED IT.
TL;DR: There are many cards that synergize well with 3M. If you want to build a deck around them, it may be wise to use some if not many of these cards. Please let me know if you want me to add more to this list (however I want to refrain from writing every card).
General Tactics
Here are some general tactics for three musketeers, that are more general and not deck based. These mostly concern Double Elixir time, tournament vs. ladder, etc.
Double Elixir Time
So first, I want to discuss the difference between Double Elixir Time and regular time. At the beginning of the game, you have to choose (if you have a bad starting hand) between what you want to lose. The disadvantages of starting with three musketeers are that you lose that element of surprise, as the first time that you play a card is the most effective time. For example, if your opponent can hard counter with fireball, you lose the opportunity to capitalize on a lack of fireball. Same thing applies with troops that hard counter three musketeers, such as Valkyrie. This concept can be applied more to some decks then others. For example, when using Pekka Three Musketeers, the deck may focus on basic splash-pekka pushes before 1:00, but as soon as double elixir time starts, and it is a safe time, the surprise three musketeers go down and can make the difference between winning and losing. However, with the decks I listed above, which do not heavily rely on three musketeers. Therefore, if a key opportunity arises, such as a valk-hog while you are about to cap out on elixir, play the three musketeers for that +8 trade. When double elixir starts, three musketeers just becomes a less punishable card. Keeping this in mind, it does still apply that starting with three musketeers is just asking for a problem.
TL;DR: Do not start with three musketeers, but beatdown decks usually wait until double elixir time to play 3M, but control decks might play them earlier.
Ladder vs. Tournaments
There is a major difference between using three musketeers in ladder vs in tournament at tournament standards and extended overtime. The first, glaringly obvious thing is that a fireball just one level above that of your 3M will one shot all three. This can be huge, and is why I invested into lvl 9 three musketeers. It will not feel good when I play my first lvl 10 fireball. This completely changes your gameplay, and usually the best you can hope for is a draw. However, that aside, three musketeers are generally more effective in ladder, because of the extended overtime in tournaments. The three musketeers are (clearly) a high risk, high reward card. Therefore, the fast you win, the better. With common archetypes in tournaments (right now), such as miner chip cycle, or LH/golem beatdown, design to constantly chip the tower, or steamroll it instantly, are much more effective. I use 3M in tournaments, but ONLY with a chip cycle deck. Like I said before, the chip part of the deck is much more reliable. Final differences include the fact that there are more fireballs in ladder, due to its rare status, while there are more lightnings in tournaments, which is something to predict. For example, you might always try to lightning rod in tournaments when you know your opponent has LH/golem. However, some people run golem rocket, or golem fireball in ladder, so trying to lightning rod may result in everything getting rocketed...Yeah, bad.
TL;DR: Ladder vs. Tournament: in ladder, levels are always a concern, though 3M is generally more effective in ladder because of the short overtime. There are also different metas between the two, and so different baits and mind games should be applied.
Split Tech
Split tech is one of the key techniques that you must completely master in order to excel as a 3M user. First up, you have to know how to split them. This is easy. Plant them on any middle tile: behind your king tower, in front of your king, or in the middle of your field.
Possible Uses of Split Tech:
Pressuring both lanes to take both towers
Forcing your opponent to both defend and attack at the same time
Ensuring that at least one of the 3M survive a spell
Now, I'll go over these three principles in more detail.
First, you can pressure both lanes to deal damage to both towers. This is the main reason mini-tanks are essential in 3M decks, and why spirits synergize very well. If you are forced to start a push with 3M, (for example, after you have already played them once), you should usually try to balance the support on both sides. Use your judgement. If 2/3 get fireballed, do not try to support them and keep them alive. That is just inviting valkyrie or zap. A better play is to send a cheap troop to tank a few shots, and support the lone musketeer.
Another situation is that your opponent has a large push rambling down the lane, and you have 3M in your hand. You could play all three against the push, or just play 2, and turn the lone musketeer into a push that forces your opponent to defend the other lane. For example, in a giant - bowler - lightning deck, you might support the lone musketeer with ice golem and ice spirit, and force them to play lightning, so they cannot hard counter the 2 musketeers defending the other lane.
The last, obvious advantage of split tech is that only 2/3 will be hit by a spell. The only important thing to note is that you should usually play the two musketeers to the tower with the least damage/pressure, to ensure you are not getting closer to losing a tower. If, in the case that the musketeer at the head of the formation is aggro'd by something that the other two aren't, then the 3M can spread themselves so that only 1 can be hit by a spell. For example, say your opponent plays an inferno tower 1 tile too close to the bridge. Play 3M on the top middle of your side of the map, and one musketeer will tank the inferno tower and shoot at it while the others will walk to the opposite bridges.
TL;DR: Split tech can be used to split push, pressure another lane, and ensure the survival of at least one musketeer.
In Draft Royale
Taking 3M in a draft battle is a very risky move, because you cannot know what other cards you are getting. As stated above, 3M usually require specific cards to be played effectively. However, if you know that you will receive some of these cards (cheap support, tank, spell), then you can safely pick 3M. In addition, if you are given the choice between fireball and arrows, and you picked fireball, you can also safely take 3M, as there is less of a chance of your opponent having a hard counter. Generally, you should be giving 3M to your opponent, because it is better to give it to them, and not end up with a hard counter, then to keep it and have no synergies with it.
Use common sense. If 3M will make a good addition to the cards you have, and does not get countered by your opponents cards, then take it.
3M does take a lot of skill to play, so take that into account as well. If you can't play 3M read the rest of this guide and don't pick it in the draft challenge.
Substitutions
The last thing I wanted to touch on were substitutions for legendaries. LJ can be replaced with MP or MM, or hog depending on your playstyle. They serve similar roles, and require roughly the same counters. Substitutes for miner include knight, ice golem, and ice wizard for his little bit of extra health and slowdown effect. Ice Wizard substitutions were already mentioned a little, but they include, Princess (similar role, cheap splash), Electro Wizard (Fireball bait, same defensive role), and ice spirit surprisingly. It can be used as a quick tank, and is very effective on defense.
TL;DR: There are some substitutions for the legendaries, just read the above paragraph.
Timing
The actual last thing that I wanted to touch on briefly is dropping 3M at the right time in the right place. A single misplay can cost you the game. 3M should only be played when three conditions are satisfied: a) It is a safe time, there are no troops that directly threaten them, and your opponent has no hard counter spells in hand. b) Playing after a PET or to make a safe PET. It takes around 5-6 elixir to counter 3M, so if you have an advantage, you can add more troops to make it harder to counter. 3M can also be used to shut down huge pushes with MM or another semi glass troop (MP, Balloon). Alternatively, you can force a cycle deck to push while 1 or 2 musketeers are defending by placing them at the back. Make sure splash units do not aggro onto them. c) You know exactly what you are going to do with your musketeers. You have to know what your card rotation is, and how you are going to make the most of this 9 elixir card.
One last way to play three musketeers is in the middle of your opponent's field. If your opponent does not have a quick counter, and the tower is below 1000 hp, you are almost guaranteed that second crown. Do not be too overconfident, because if they are hard countered you are just asking to lose.
TL;DR: Play 3M when it is a safe time, after a PET or to gain a safe PET, and you have a gameplan.
PUMPS!
PUMPS! Pumps are a major part of any 3M deck. with 3M being 9 elixir, it is essential that you can regenerate elixir quickly in order to respond to any punishment. In addition, getting your 3M spelled will almost always be a positive trade for the opponent, so you need to regain some of that lost ground.
Pumps play one last key role: baiting spells. Fireball/lightning/rocket can all be used on either 3M or pumps, and it is key to capitalize on this fact. You either get a free +2 elixir, or 3M that are exponentially more difficult to stop. Even 3M + IS/FS at the bridge can be a huge threat, especially in single elixir or after they drop a heavy card.
Pump placement is extremely key, especially when you bring a tornado. With my Pekka 3M deck, I always start pumps next to the king tower, at the very back of the field. this allows you to safely pull hogs to the king tower, without hitting your pumps. With one tower down, you can place it unprotected in the corner, because unless they have DG, its not worth it to counter it with a troop. Never play pumps near your damaged tower, as you do not want them to get too much value from spelling it down. Pumps in front of the king do not work with tornado, as if you pull a troop to the middle it will target your pump which is sad. I think that's it. Always pump at ten elixir, and don't pump while they are starting a huge push, unless you have tornado in hand and they start a lavahound push. Then you will be able to afford 3M+tornado by the time the hound crosses the bridge. Okay done now. Go away.
Conclusion
Right around when I was in royal arena, I didn't have a deck that I truly loved and could really relate to. I played three musketeers, and I felt like I had found my calling. This is what has kept me with them this whole time. I'm afraid to stray away to go back to that "no deck" state. Three Musketeers is just so fun to play, so I do recommend you at least try it once or twice, maybe in a friendly or something.
Right guys, anyway, thanks for reading this or the TL;DR’s! I really appreciate it and hope that you learned something today.
As this is the updated guide for what's down nowadays, please comment anything that you would want me to add/change/delete to make this guide more current.
As this is the updated guide for my Pekka 3M deck, please comment anything that you would want to me to add/change/delete to make this guide better or more current.
As this is the updated guide for the new meta, please comment anything that you would want to me to add/change/delete to make this guide better or more current.
As this is the updated guide for the other new meta, please comment anything that you would want to me to add/change/delete to make this guide better or more current.
If you made it to the end of this guide and actually read it, I do applaud you.