Today we welcome Giles De Re on the channel who is the new log bait God that is currently (at the time of this recording) is inside the top 50 in the world. Bait has been a strong archetype in the game since 2016 and mastering a deck like this will help improve your overall game play and help make you a better player! This deck is all about slowly building up chip damage throughout the match and been able to force your opponent to spend elixir defensively rather than on offence. This can be a good tacit to use against balloon players or graveyard players to stop them been able to play their win condition. Your main bait cards are the princess, goblin gang, goblin barrel and the inferno tower if they have zap. Knight will mainly be used as a mini tank inside this deck and he can tank tower damage for the goblin barrel. On defence you will mainly rely on the inferno tower, princess and knight. Ice spirit can be used to reset charging units.
Princess is the most important card in this deck because she can offer so much value for only three elixir. Try to protect her as much as possible and force a spell from your opponents hand. In double elixir try stacking her up on defence, keeping them spaced out to avoid giving your opponent spell value. Use her long range to your advantage on defence by playing behind your towers, against graveyard, or in the opposite lane against giant, hound, balloon etc.
Goblin barrel is the main win condition inside this deck. If the opponent has a heavier deck try to out cycle their log, arrows etc to get maximum tower damage. Duke barrels can be a good tacit to use if you have a knight crossing the bridge or a princess at the bridge. If your opponent has barb barrel always play this card on the left or right of the tower, that way one goblin will always get a zap.
Inferno tower is often underrated, it can be used to counter giants, hound, balloon, golem, hog rider, ram rider and even x-bow or mortar. Sometimes you will need to use your log or knight to help protect this card from support units, especially if the opponent has zap.
Early game you can start out with a goblin barrel, ice spirit or goblin gang. Try to bait out the opponents spells so you know what they're playing inside their deck. Often in single elixir you will have the match up advantage so try to get as much chip damage as possible without over committing. Rocket should mainly be used to counter balloons, sparky or x-bow in single elixir and log can be used to help support your princess or knight.
In double elixir you still need to keep up the offensive pressure to try and control the match. Once their towers are down to around 1200 hop you can begin to spell cycle. I highly recommend learning the total damage of the rocket and log combined in your deck. Princess can also be used at the bridge if their towers are low and they don't have a small spell in cycle. Good luck with this deck everyone!