Rune Giant 2.8 Cycle for Path of Legends
Rune Giant 2.8 is a chip deck. Rune Giant walks, Miner finishes, and Evo Cannon plus Evo Bats keep the defense cheap enough to cycle forever.
The Deck List
The eight cards are Rune Giant, Little Prince, Miner, Evolved Cannon, Evolved Bats, Skeletons, Poison and Barbarian Barrel. Average elixir is about 2.8.
Rune Giant is the primary win condition. Miner is the secondary chip and king-tower activation tool. Little Prince is the ranged DPS that also supports pushes.
Core Game Plan
Do not open Rune Giant into an unknown hand. Cycle Skeletons and Barbarian Barrel first. When their medium spell is out, send Rune Giant opposite the lane they just defended.
Miner goes on the tower while Rune Giant is tanking, or alone when you need a cheap punish. Poison the support around a tank or a building; do not Poison three Skeletons.
Evo Cannon pulls Hogs and Giants. Evo Bats clean air and chip buildings. Keep both for defense unless you are certain the counter-push ends the game.
Matchup Tips
Against Log Bait, hold Barbarian Barrel for the Barrel. Cannon can catch a Barrel once, but Poison is usually better saved for Princess plus crowd.
Against Mortar, Miner the Mortar when it locks, and Rune Giant the opposite lane. Do not stack Little Prince in Mortar splash range.
Card Roles
| Card | Elixir | Role |
|---|---|---|
| Rune Giant | 4 | Win condition |
| Little Prince | 3 | Ranged DPS |
| Miner | 3 | Chip and disrupt |
| Evo Cannon | 3 | Building defense |
| Evo Bats | 2 | Air swarm |
| Skeletons | 1 | Cycle |
| Poison | 4 | Medium spell |
| Barbarian Barrel | 2 | Small spell |











