![]() ![]() If you pick cards with low mana cost, you can have a good early game, but since these cards are mostly weak (low HP), your opponent can easily counter using area spells like Arrow, Bomb and Inferno. To build your deck, always remember about the mana cost of each card. ![]() No more talking! Here is the first deck you should use for Castle 1 & 2. If you have any other advice of cards or how to play the deck, feel free to share it in the comments section and we'll make sure to make the proper adjustments giving the right credits. Since the progression from castle 1 to 2 is quite quickly, this deck has cards from both castle and should fulfill your needs to gather 800 trophies to advance to castle 3. Keep in mind the decks we are going to discuss here may not be the strongest, but, instead, we are aiming on using cards that most of the players might have for each castle. Here we will explain some basic mechanics and how you should play your cards in order to use its full potential. If you don't have some cards, try to adapt your deck with similar ones - Example, if you don't have Dryad, use another card that has a good amount of life or has some defensive skill (e.g. Just remember that is not guaranteed you can get all the cards and you'll need to open some chests to have most of them. The cost of playing it can be taxing on your Elixir, since you will need most of it to play strong cards and hold onto counters.Today we are starting our new deck guides using some basic cards to help you advance and conquer new castle levels, based on player's opinion. Only use it otherwise if you feel the need to, or if you really need a different card in your hand. Rocket should really be saved to finish weak Towers that can be destoryed for a quick victory. Baloon is also a good offensive card for ariel attacks on groups of enemies, but be careful when playing it against enemies that can attack aerial Īrrows and Baby Dragon are also solid answers to groups of goblins or minions, with the latter having a hard hitting offense as well. ![]() While cards like Spear Goblins and Minion Horde are solid counters to incoming attacks, you will defeat opponents by overpowering enemies with cards like Giant Skeleton and Prince to bulldoze straight to Towers. This deck is a complete offensive built package of hard hitting goodness. Arrows and Fireball are used much like in any other deck, but you have a lot of freedom to save them for when it really counts. Use this near bridges on the opposite sode of where you are moving towards, that way you have your units taking out enemy cards and you have a solid defense near your blind spot. The Tesla will hide underground until an enemy unit passes over and then attack. The Tesla is a powerful defense card are well, especially when its on the field already and you are focusing on pushing your units forward. You can also use Barbarians as a good defense measure if you have an enemy Giant or other pwerful card moving towards your towers. Seapr Goblins and Archers do what they do best from a distance and are good defenders against incoming attacks. Giants and Barbarians will be powerful damage dealing units, while the Witch can do the same while summoning skeletons to the field. This deck focuses on having a powerful tank card push through enemy defenses straight to a Tower.
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