While Beatdown relies on overwhelming force and Cycle relies on pure speed, Bait relies on intentionally frustrating the opponent into making a fatal mistake.
If you bring a Goblin Gang, a Princess, and a Goblin Barrel, the opponent desperately needs a cheap spell (like The Log) to deal with all of them.
Forcing the Error
You play a Princess at the bridge; if they ignore her, she will slowly chip away their tower from a safe distance.
Because their Log is now out of rotation, the Goblin Barrel lands directly on their tower and deals massive damage before they can cycle back to another counter.
- Never throw the Goblin Barrel if you know they have their spell ready.
- Use the Princess defensively first.
- 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.
It is a high-stakes game of poker, played entirely with goblin projectiles.
| Card Type | The Function | Desired Outcome |
|---|---|---|
| Bridge Threat | Placed at the bridge to force an immediate response from the opponent | Forces the opponent to use The Log or Arrows, clearing the path for the main attack |
| Ground Control | Used defensively to surround and kill mini-tanks like the Hog Rider | Absorbs the enemy spell on defense, allowing a safe counter-push |
The Mental Victory
Playing Log Bait effectively requires a slightly sadistic mindset; you are actively trying to make the opponent feel helpless.
The bait is set; wait for them to bite.
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