My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Archers Minions Minion Horde Electro Wizard

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 Giant Giant Skeleton Electro Wizard

Offensive cards

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.

Zap Fireball

Punishments

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

Giant

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.

Minion Horde Giant Giant Skeleton

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.

Giant Skeleton Electro Wizard

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
Archers Minions Minion Horde Giant Giant Skeleton
Giant Snowball
Archers Minions Minion Horde
Zap
Archers Minions Minion Horde
Barbarian Barrel
Archers Giant Skeleton Electro Wizard
The Log
Archers Giant Skeleton
Earthquake
Archers
Arrows
Archers Minions Minion Horde
Royal Delivery
Archers Minions Minion Horde Giant Skeleton Electro Wizard
Fireball
Archers Minions Minion Horde Electro Wizard
Poison
Archers Minions Minion Horde Electro Wizard
Lightning
Electro Wizard
Rocket
Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

Ladder info

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.

Giant Skeleton

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.

Fireball

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 Minion Horde Fireball Electro Wizard

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Minions Fireball Electro Wizard Minion Horde Giant Giant Skeleton

Shortest cycle

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

12 Zap Archers Minions Fireball

Attack Synergies 4 13

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.

Zap
Fireball Giant Electro Wizard Archers Minions Minion Horde Giant Skeleton
Archers
Zap Giant Giant Skeleton
Minions
Giant Zap Giant Skeleton
Minion Horde
Zap Giant Giant Skeleton
Fireball
Zap Giant Electro Wizard
Giant
Zap Minions Archers Minion Horde Fireball Electro Wizard
Giant Skeleton
Zap Archers Minions Minion Horde Electro Wizard
Electro Wizard
Zap Fireball Giant Giant Skeleton

Defense Synergies 2 11

Zap
Fireball Electro Wizard Archers Minions Minion Horde Giant Skeleton
Archers
Zap Minions Giant Skeleton Electro Wizard
Minions
Zap Archers Giant Skeleton Electro Wizard
Minion Horde
Zap
Fireball
Zap Electro Wizard
Giant
Giant Skeleton
Zap Archers Minions Electro Wizard
Electro Wizard
Zap Archers Minions Fireball Giant Skeleton

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.

Zap Minions Minion Horde Fireball Electro Wizard
Minion Horde Zap Minions Electro Wizard
Minion Horde Archers Minions Giant Skeleton Electro Wizard
Minion Horde Minions Electro Wizard
Fireball Giant Skeleton
Fireball Zap Archers Minions Electro Wizard
Minions Minion Horde Electro Wizard Zap Archers Fireball
Zap Fireball Giant Skeleton Electro Wizard
Minion Horde Minions
Archers Minion Horde Giant Skeleton Electro Wizard
Archers Minions Minion Horde Electro Wizard Zap Fireball Giant Skeleton
Minions Minion Horde Zap Archers Fireball Electro Wizard
Minion Horde Zap Minions Fireball Giant Skeleton Electro Wizard
Fireball Zap Minions Minion Horde Electro Wizard
Minion Horde Electro Wizard
Minion Horde Zap Fireball Electro Wizard
Minion Horde Minions Fireball Electro Wizard
Fireball Zap Archers Minions Minion Horde Electro Wizard
Zap Archers Minions Fireball Giant Skeleton Electro Wizard
Electro Wizard
Archers Minions Minion Horde Fireball Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Zap Archers Fireball Giant Skeleton Electro Wizard
Fireball Electro Wizard Zap Archers
Giant Skeleton Zap Minions Minion Horde Electro Wizard
Giant Skeleton Zap Minion Horde Fireball Electro Wizard
Giant Skeleton Minion Horde
Fireball Zap Archers Minions Minion Horde Electro Wizard
Archers Minions Minion Horde Fireball Giant Skeleton Electro Wizard
Giant Skeleton Minion Horde
Zap Minion Horde Giant Skeleton Electro Wizard Minions Fireball
Minion Horde
Minions Minion Horde Giant Skeleton
Zap Fireball Giant Skeleton Electro Wizard
Giant Skeleton Minion Horde Fireball
Archers Minion Horde Fireball
Electro Wizard Zap Archers Minions Minion Horde Fireball Giant Skeleton
Minions Zap Archers Minion Horde Fireball Giant Skeleton Electro Wizard

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.)

Fireball Minion Horde Giant Skeleton
Fireball Zap Electro Wizard
Minion Horde Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball Zap Minion Horde
Fireball Zap Minions Minion Horde
Archers Minion Horde
Fireball Zap
Fireball Zap
Minions Minion Horde Fireball Electro Wizard
Zap Minion Horde Fireball Electro Wizard
Fireball Zap Archers
Fireball
Minions Minion Horde Fireball
Zap Fireball
Zap Minion Horde Fireball
Minion Horde Fireball
Fireball
Minions Minion Horde
Zap Archers Fireball Electro Wizard
Zap Fireball
Minions Minion Horde Fireball Giant Skeleton
Fireball
Zap Minion Horde Fireball
Zap Fireball
Minion Horde
Fireball Zap Electro Wizard
Fireball Zap
Fireball Zap
Zap Archers Minion Horde Fireball Electro Wizard
Zap Electro Wizard Minions Minion Horde Fireball
Minion Horde Fireball
Zap Minion Horde Fireball
Zap Minion Horde Fireball Electro Wizard
Minion Horde Giant Skeleton
Fireball
Zap Minion Horde Electro Wizard Archers Minions Fireball
Fireball Zap Archers Electro Wizard
Fireball
Fireball Minion Horde Electro Wizard
Zap Fireball
Zap Fireball Giant Skeleton
Minion Horde
Zap Minions Minion Horde Fireball Giant Skeleton Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Giant Skeleton Electro Wizard

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