Deck 3.8


Deck rating Rating

Defense Defensive potential Great!
Attack Offensive potential Great!
Versatility Deck versatility Great!
Synergy Deck synergy Good

2 warnings Why?

Deck tips Basics

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks Similar

Advanced stuff

Defensive cards Defense

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Minions Musketeer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Knight Musketeer Giant Prince

Offensive cards Attack

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Fireball

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Giant Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Giant Prince

Tornado King activation – careful!

Cards that can be pulled to the King tower with Tornado to activate him.

Knight

Swarms & Bait Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Giant Snowball Minions
Zap Minions Prince
Tornado Minions Giant Prince
The Log Archers Prince
Arrows Minions
Fireball Archers Minions Musketeer
Poison Archers Minions Musketeer
Lightning Musketeer Prince
Rocket Musketeer Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

Ladder info Ladder

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Knight Prince

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Giant

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Minions Musketeer

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Godly!

Geek area

Deck cycle Cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Archers Arrows Knight Minions Fireball Musketeer Giant Prince

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

12 Archers Arrows Knight Minions

Synergies   5 7

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Archers + Knight Giant
Arrows + Giant Prince
Knight + Archers Musketeer Minions
Minions + Giant Knight
+ Giant
+ Knight Giant
+ Minions Musketeer Prince Arrows Fireball Archers
+ Giant Arrows

Counters   56 81

Counters to threats

Cards that can defend the main threats your opponent can play. Dimmed cards mean that the counters will only help in defense, not stop the unit completely by itself.

Archers Arrows Fireball Musketeer Minions Knight
Arrows Archers Knight Fireball
Arrows Fireball
Knight Giant Musketeer Archers Fireball Prince Minions
Musketeer Minions Archers Fireball Knight
Fireball Arrows Musketeer Minions Archers
Prince Fireball Knight Arrows
Archers Prince Knight Minions Musketeer
Knight Minions Musketeer Prince
Musketeer Archers Fireball Minions
Arrows Knight Fireball Musketeer Archers
Prince Musketeer
Knight Musketeer Archers Prince Minions
Fireball Knight Prince Musketeer Minions
Musketeer Minions Prince Knight
Minions Knight Musketeer
Minions Prince Knight Musketeer Fireball
Musketeer Archers Knight Fireball Giant
Fireball Archers Musketeer Minions
Fireball Arrows
Prince Minions Musketeer
Fireball
Prince Musketeer Minions Archers Knight
Fireball Musketeer Giant Knight
Prince Knight Musketeer Fireball
Fireball
Fireball
Musketeer Minions Fireball Giant
Fireball
Arrows Fireball Archers Prince
Minions Arrows Archers Fireball
Arrows Fireball Archers Minions Musketeer
Arrows Minions Archers Musketeer Knight
Arrows Fireball Archers
Musketeer Archers Minions
Fireball Musketeer Knight
Knight Musketeer Prince Minions
Prince Knight Minions
Knight Fireball Musketeer Arrows
Archers Minions Musketeer Fireball
Minions Prince Musketeer Knight
Knight Minions Musketeer Prince
Minions Musketeer Fireball Archers
Knight Prince Musketeer
Archers Knight Prince
Giant Knight Prince Minions Musketeer
Prince Musketeer Knight
Minions Musketeer Knight
Minions Knight Prince
Knight Archers Prince Musketeer Minions
Arrows Fireball Musketeer Minions Archers Knight
Knight Musketeer Prince Minions
Minions Musketeer Knight Prince
Prince Musketeer Archers Knight
Fireball Prince Knight Arrows Minions
Archers Arrows Musketeer Knight Fireball Minions
Musketeer Minions Fireball Archers
Knight Musketeer Archers Minions Prince Fireball
Knight Archers Musketeer Prince Fireball Minions
Musketeer Prince
Archers Minions Arrows Knight
Minions Knight Prince
Arrows Minions Fireball Archers Musketeer
Knight Prince Minions

Counters to rest of the cards

Counters to the rest of the cards the opponent can play.

Knight Arrows Musketeer Minions Fireball Archers
Arrows Knight Archers
Knight Arrows Minions Archers Musketeer
Arrows Musketeer Knight Archers
Arrows Musketeer Minions Fireball Archers
Knight Musketeer Arrows Archers
Knight Arrows Fireball Musketeer Archers
Knight Minions Musketeer Prince Archers
Musketeer Arrows Minions Archers Fireball
Minions Fireball Knight Prince
Fireball Musketeer Minions
Prince Musketeer Knight
Knight Archers Musketeer Prince
Fireball Archers Musketeer Minions
Minions
Minions Musketeer Fireball
Prince Minions Knight Musketeer
Fireball
Knight
Knight Prince Fireball Archers Musketeer

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