Defense Defensive potential | Good |
Attack Offensive potential | Mediocre |
Versatility Deck versatility | Good |
Synergy Deck synergy | Great! |
Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.
Your deck is okay!
Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.
Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.
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).
Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.
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.
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.
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.
Good
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.
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.