While Beatdown relies on overwhelming force and Cycle relies on pure speed, Bait relies on intentionally frustrating the opponent into making a fatal mistake.
However, because they only have one Log in their deck, you can manipulate them into using it on the wrong target, leaving them defenseless against your true attack.
Psychological Warfare
You play a Princess at the bridge; if they ignore her, she will slowly chip away their tower from a safe distance.
This simple interaction—trading a 3-elixir Princess to secure 800 damage from a 3-elixir Barrel—is the engine that drives the entire strategy.
Patience is key.Double value.Protect your bait until it works.
Advanced Bait Tactics
The opponent, acting on muscle memory, will blindly drop their Log in the center of the tower, missing your goblins entirely as they spawn safely in the back.
This mind game is incredibly risky; if you throw a deep Barrel and they DO NOT use a spell, the tower will kill the goblins much faster due to the increased walking distance.
The PunisherHow to AttackStandard Goblin BarrelPlaced dead-center on the tower for maximum immediate damage; used only when spells are out of rotationThe Tricky BarrelPlaced two tiles behind the tower to dodge predictive spells; used to break established muscle-memory patterns
The Frustration Factor
Playing Log Bait effectively requires a slightly sadistic mindset; you are actively trying to make the opponent feel helpless.
It is not the most honorable way to win, but it is undeniably one of the most effective.
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