User blog:Bane of Potato/Making the Perfect(ish) Deck

Introduction
Hello people of the internet! My name's Bane of Potato and today I feel like doing something different. I've posted two deck suggestions but I've got this feeling that people generally feel a greater sense of achievement when the deck that wins them the game is a deck that they've come up with themselves. I have spare time, so I will attempt to write down the general things you need to know.

Card Typings and Basic Interactions
Cards do not act, perform or interact with each other in the same way. If it did, this game might as well be another clicker game. Straight away, there are immediate divisions such as Buildings, Troops and Spells. From their, you could split them down even further. Let's explore this kingdom of cards and come to grips with their roles.

Spells
Spells are useful cards. No deck is complete without them as they can compliment or destroy pushes, counter certain cards or finish off a weakened Crown Tower in those last few seconds. Basically they can change the outcome of the match at key moments.

Instant Damage
Instant damage can come in handy. Provided your opponent isn't psychic or the Ice Golem glitch is still around, its gonna destroy/weaken

Making a Well-Rounded Deck
Now you know the cards, lets try and make a decent deck with them. A good deck should be between 3 and 4.5 elixir to ensure flexibility and protecting you from moments when your entire hand is filled with 5 elixir cards but makes sure that your cards aren't too squishy. Your deck should be able to have enough punch to take out your opponent's Towers and enough defence to prevent them destroying your Towers.

Types of Deck
There are, as far as I can tell, 6 categories of decks: Rush, Chip, Siege, Bait, Control and Momentum. Each category is unique although they may have some similarites here and there.

Rush
Rush decks are fast-paced decks that rely on catching the opponent off-guard and punishing them for their mistakes. These decks typically utilise fast