In any card-based competitive strategy game, the battle is often won or lost before you even queue into a match.
This usually results in a top-heavy, disjointed mess that cannot defend against cheap swarms or cycle fast enough to attack.
The Core Components
A well-rounded deck must possess specific tools to handle a wide variety of threats you will encounter on the ladder.
Everything else in your eight-card roster is there to support that win condition or to defend your own towers.
- Choose ONE primary win condition.
- One small spell (Zap/Log) and one heavy spell (Fireball/Poison).
- Flying units will destroy you otherwise.
The Cost of War
A high average cost (above 4. Should you loved this short article along with you desire to be given more information about tower rush i implore you to go to our own page. 0) is a 'Beatdown Deck', designed to build one massive, unstoppable push during double elixir time.
If your deck is too heavy, you will sit defenseless while the opponent chips away at your towers with cheap, fast attacks.
| Deck Archetype | Elixir Range | Strengths |
|---|---|---|
| Control | Extremely Low | Can easily out-rotate enemy counters |
| Heavy Push | Expensive | Requires less precise micromanagement |
Evolving Your Roster
If you consistently lose to air decks, swap a ground melee unit for another ranged anti-air attacker.
Do not be afraid to experiment, but avoid changing your deck after every single loss.