Board Thread:Update Suggestions/@comment-34422701-20180622144812

Most of these card ideas aren't particularly original and don't offer many new mechanics and utilize existing assets.

3 wizards, 9 elixir. this idea has been suggested many times but it is something we simply must have so I am putting it here.

Nature witch, 4 elixir. spawns golemites, strong single target ranged attack.

3 witches, 9 elixir. using the existing witches and the new nature witch.

Quad archers, 5 elixir. Self explanatory.

Dark princess, new legendary, there have been lots of ideas for a dark princess, I have 2 that I think are viable options.

-A strong single target princess with 7.5 range and a shield.

-A weak high dps ghost with a really tough shield, has low dps while shield is up, can tank until shield breaks, when the shield breaks it immediately goes invisable and becames an insane dps troop that can wreck the tower while supporting troops take aggro.

2 barbarians for 3 elixir.

Vandals, 3 barbarians with shields, 6 elixir.

Golemites, 2 for 2 elixir. A quick cheap distraction card.

Sentinel, 8 elixir. A large bulky win condition card with a shield that takes up half of his health, not comepletely countered by inferno so you'll need other troops to take out his shield first.

Stall, 0 elixir, slows down enemy troops by 20% for half a second, mainly for cycling.

Critter, 1 elixir, an incredibly weak, but insanely fast, high dps troops, only attacks enemy troops, can jump over the river.

Purge 9 elixir deals massive damage to everything on your side of the arena. Enough damage to kill any troops except for the tankiest win conditions like pekka and golem.

Reap 6 elixir kills the highest health troop in its radius, doesn't affect towers.

Dragon, 7 elixir. Supercells doesn't want to add an adult dragon card to the game since it's wings will obscure smaller cards below it, but we already have this problem with minion horde and a few other troops already so I believe this is a stupid reason not to add it. If they just make its wings flap up and down people will be able to see anything below it. It will have a strong flame attack that may or may not be splash, a more aggresive flying win condition that can act as an alternative to lava hound or used to accompany it.

Wizard tower, 5 elixir, a replacement for the bomb tower that also attacks air, should have less damage though, can act as a real counter to royale giant if the RG's range is nerfed. Its splash damage will be able to kill supporting troops like minions as well but also distracts the RG with its high health, its low single target dps will have to be supported by other troops. This will be the first reliable counter to the RG since most of the counters people have used before have a lot of counters themselves so its easy for RG users to "counter the counters" This one is only really countered if you can place a mega minion to tank before it locks onto the RG, which can be stopped by placing other dps troops like archers to take out the Minion.  