New Three Musketeers Ram Deck For Trophy Pushing

Hey guys, Lolman here going for a different kind of guide to my traditional ones! This is me going back to a ladder guide.

Recently I’ve sorta challenged myself to see how far up I can push with a 3M deck with level 9 3M. I pushed to 4700 relatively easily.

But because of the large number of overlevelled cards – level 10 Fireball+ etc, it’s a bit hard to push higher than that. This deck is relatively underlevelled for me.

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I will also list out my car levels below to get a rough idea about what levels you can hope to have to push roughly where I got.

  • Without further ado, onto the deck.
  • Three Musketeer Battle Ram Deck

Elixir Collector (9)

This deck relies mainly on getting an Elixir advantage and cycling 3M, Horde etc to a point where your opponent won’t be able to keep their counters in cycle with the 3M.

Pumping up is always a good idea early on unless you won’t be able to defend.

Lets say your hand was, Pump, Horde, 3M, Zap with Battle Ram next. Horde isn’t that good of a card to rely on because Arrows, Zap, Fireball etc are pretty popular, you always want Knight and or Gang in hand when you make this play.

Cheap answers that are prone for positive trades.

3 Musketeers (9)

Not one, not 2 but 3 Musketeers for a discount of 3 Elixir.

Normally would cost 12 Elixir but for 9 you get 3 Musketeers and all they got to offer, which is a lot.

Possibly one of the most persistent archetypes in the meta, 3 Musket beatdown/control. Adapting with Night Witch, Ram etc to suit the meta similar to Log bait.

This archetype though more level dependent on ladder, is very powerful in tournament play!

More on when to play 3 Musketeers etc will be discussed later.

Battle Ram (9)

You can use Hog here instead of Battle Ram because Lightning meta has died off till a Lightning buff you can pick whichever you like.

I have a level 9 Ram and level 8 Hog so I am currently using the Battle Ram in this deck. Battle Ram works better than Hog on defense when protecting the 3 Musketeers, other than the fact that Hog doesn’t’ get countered by Log + Ice Spirit, etc

I don’t see any other real advantages for using Hog instead of Ram.

Zap (12)

Level this badboy up, on ladder it’s very important to max out this spell!

It can actually mean a LOT if you face say Goblins/ Gang below level 12 or even Horde below level 11, which gets 1 shot by a max Zap.

This card ought to be used when killing squishy troops or on the Barrel, but later on into a game vs spell bait, save it for Goblin Gang instead and Goblin Gang their Barrel.

Knight (13) / Ice Golem (8)

If you plan on getting 4300+, it’s highly recommended to have at least a level 12 Knight.

E-Barbarians and RG you face will be almost always maxed out. Having a high level Knight will help you out a great deal.

Because you can overlevel it, I do prefer it over the Ice Golem on ladder. But when play this deck in challenges I would use Ice Golem here because Knight’s main job is to deal with RG and E-Barbarians in a cheap and efficient manner.

Goblin Gang

Defensive card and cycle card mainly but prone to be spelled off the map!

You ideally want to avoid playing into predictions.

Good players tend to pre-Log for their Hog Riders once they have seen your Goblin Gang because if they know you aren’t playing bait, it’s a low risk high reward play. You want to try to either wait for the counter then play, or use something else first then punish it on the counter rather than dropping your Gang into the Log/ Arrows or Zap.

Minion Horde

The deck relies on building positive Elixir leads and punishing their use of spells.

3 Musketeers are prone to get Fireball/Rocketed out, etc. So are the Collector, the Horde and the Gang etc.

So by having 3M, Horde, Gang, Pump, you will be able to punish any spell used. Unless you face Exenado in which case you will have to play differently but that being said you will rely on this on defense once you say draw out a Fireball on your troops, a play I tend to make is if you face Golem these days.

I usually 2M opposite lane and 1M on Golem. Then if they ignore 2M and go all out, I will take their Tower and avoid getting 3 crowned. If they Poison my 2M then I will use Minion Horde with a tank (for Baby Dragon) to clear support and counterpush on that lane because they lost their spell to take care of Horde.


3rd win condition of the deck.

Due to the lack of direct damage, you need something that can get a good 200+ ish damage off Tower (4 Miner hits will get you that)

Combined with the Zap, this bad boy is bound to get damage on your opponent’s Tower fairly easily.

You want to use him on your opponents pumps and Princesses as well!

I don’t really play the Miner on defense unless in a real pinch or saving the 3M from like a Mega Knight for an example.

General Gameplay

Early game – (3:00-2:00)

Early on when you start up the game, your first goal should be to Pump up.

Get that Collector on the map and get your Elixir flowing, giving you an early Elixir lead.

In 1x Elixir, you shouldn’t really be investing in too much of a push by yourself.

The only time you should use your 3M offensively in 1x Elixir is when you counterpush.

Now if your Collector isn’t your first play, you can passively play an Ice Golem/Knight in the back and then split 3M.

Fortunately, while using this deck, you never really have a bad hand. So you can cycle like Goblin Gang, etc to try to get to your Collector.

Passively cycling 3M in the back early on is fine as well!