My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Great!
Synergy
Good
Versatility
Godly!
F2P score
Mediocre

3 warnings Why?

Missing cards in your collection

Magic Archer

Deck tips

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

Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Wizard Three Musketeers

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.

Giant Wizard Elixir Collector Three Musketeers

Offensive cards

Win conditions

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

Giant Three Musketeers Miner

Damage spells

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

Freeze

Punishments

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

Giant Miner

Pump responses

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

Elixir Collector Miner

Dropped at the bridge

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

Giant

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Miner

Swarms & 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).

Tornado
Minions Giant Three Musketeers Skeleton Army Miner
Giant Snowball
Minions Three Musketeers Skeleton Army Miner
Zap
Minions Three Musketeers Skeleton Army
Barbarian Barrel
Wizard Three Musketeers Skeleton Army
The Log
Three Musketeers Skeleton Army
Earthquake
Elixir Collector Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Minions Wizard Three Musketeers Skeleton Army Miner
Fireball
Minions Wizard Elixir Collector Three Musketeers Skeleton Army
Poison
Minions Wizard Elixir Collector Three Musketeers Skeleton Army
Lightning
Wizard Elixir Collector Three Musketeers
Rocket
Wizard Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze

Ladder info

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.

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.

Elixir Collector Skeleton Army Freeze Miner

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.

Skeleton Army

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 Wizard Three Musketeers

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Skeleton Army Miner Freeze Giant Wizard Elixir Collector Three Musketeers

Shortest cycle

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

13 Minions Skeleton Army Miner Freeze

Attack Synergies 3 4

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.

Minions
Giant Miner
Giant
Minions Miner Wizard Three Musketeers
Wizard
Giant Miner
Elixir Collector
Three Musketeers
Giant Miner
Skeleton Army
Freeze
Miner
Minions Giant Wizard Three Musketeers

Defense Synergies 0 4

Minions
Freeze
Giant
Wizard
Skeleton Army Freeze
Elixir Collector
Three Musketeers
Skeleton Army
Wizard Freeze
Freeze
Minions Wizard Skeleton Army
Miner

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Minions Wizard
Skeleton Army Minions Three Musketeers
Three Musketeers Skeleton Army Minions Freeze
Three Musketeers Skeleton Army Minions
Skeleton Army
Skeleton Army Freeze Minions
Minions Three Musketeers Wizard Freeze
Three Musketeers Minions Skeleton Army
Skeleton Army Miner
Minions Skeleton Army Wizard Freeze
Minions Three Musketeers Wizard
Skeleton Army Minions Wizard Three Musketeers Freeze
Wizard Three Musketeers Skeleton Army Minions Freeze
Skeleton Army Three Musketeers
Skeleton Army Three Musketeers Freeze
Wizard Three Musketeers Minions Skeleton Army
Minions Wizard Three Musketeers Skeleton Army
Wizard Freeze Minions
Three Musketeers
Wizard Skeleton Army Minions

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeleton Army
Wizard Miner
Skeleton Army Minions
Skeleton Army
Three Musketeers Skeleton Army
Wizard Minions Three Musketeers Freeze
Skeleton Army Minions
Skeleton Army
Freeze Minions Skeleton Army
Three Musketeers Skeleton Army
Minions
Skeleton Army
Skeleton Army Wizard Three Musketeers
Wizard Three Musketeers Skeleton Army
Skeleton Army Minions Three Musketeers Freeze
Minions Wizard Freeze

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Freeze
Miner
Miner
Freeze
Wizard
Wizard Minions Freeze
Wizard
Wizard Freeze
Miner Wizard
Minions Three Musketeers
Miner Wizard
Wizard
Three Musketeers Miner
Minions Freeze
Wizard Three Musketeers
Wizard Three Musketeers
Three Musketeers Freeze
Minions
Wizard Three Musketeers
Wizard Miner
Minions
Wizard
Freeze Wizard
Miner Wizard
Wizard Miner
Miner
Wizard
Minions Wizard Freeze
Wizard Miner
Freeze
Wizard
Minions Skeleton Army Freeze
Wizard Three Musketeers
Freeze
Miner Wizard Three Musketeers
Wizard
Three Musketeers
Minions Freeze
Freeze Miner

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