Board Thread:General Discussion/@comment-5586539-20160516091216/@comment-27456836-20160519115612

Sumedi wrote: Professor PolarX wrote: Well there are no 'best decks'. The best deck is the deck that works well for you. But there are some common guidelines that I go by when I'm making a new deck.

Have at least one spell - As I can see up there, there are no spells. One spell is absolutely essential as it can get you the last bit of damage to kill a tower, or kill what the spell is good at. The good thing about spells is that it cannot be killed, and so your opponent can't do anything about it. Generally I'd like 2 spells but 1 should work.

Have at least 2 tanks - Tanks are essential in a deck as well, as they soak up damage for your push and all your high damage units can hide behind it to do damage. However, they normally don't do much damage, so too many tanks can also be a problem. There are 5 cards up there that can be considered as tanks, so maybe swap some of them out.

Have at least 2 ranged attackers - Ranged attackers are useful because of their range, and can lock onto targets quicker. There is only one troops up there that has good range, so more would be nice. Also, they deal out good damage and hit air, and so they can help out a lot in a push.

Have at least 3 splash cards - Splash cards (whether troops or spells) are essential, as they can nuke a single big push easy, and can also support. If you had a Bomber behind that Prince, the Bomber will eradicate troops that are the bane of Prince like Skeleton Army easy, paving the way for your Prince to attack the tower. Multiple splash cards are useful as you will nearly always have a splash card at hand, and will be able to support most pushes with a splash card.

Have at least 3 high damage cards - High damage cards can eradicate tanks easy, and provide good damage. They can destroy if left unchecked, and supporting each push with one will work wonders.

Have at least 2 defending/distracting cards - Defending cards are usually cards that can neutralize threats, whether high health tanks or high damage cards. Usually the 2 defending cards are multiple spawning cards, like Goblins or Skeleton Army, as high health cards can be killed with high damage cards.

Have at least 1 building - Ever wanted to make that enemy Giant walk further to get to your tower? Well buildings are a good solution! They can either be buildings that will help you with offense, like Goblin Hut, or buildings that will help you with defense, like Cannon. Generally your pick of the building depends on your deck. If your deck has high offensive capability but low defensive capability, a defensive building like Cannon would be AWESOME. However, if the situation was reversed, an offensive building like Goblin Hut would help tons.

Hope you learnt something in this post. Good luck with your new deck! Rocket sucks. Can I use Arrows instead? Can I use the tombstone or the barbarian hut? The Valkryie and the Prince are already tanks and the Valkryie and the Witch deal splash damage. The X-Bow only targets ground and has a 5 second deploy time. Can I trade in Rage instead of arrows? The Witch and the Musketeer can target air, but the Skeleton Army can be destroyed by splash-damage dealing troops. The toombstone is the bane of the Prince, which can be destroyed by a charging prince (440(L1 Prince with charge) vs 220(tombstone after the update))

The Mini Pekka is a robot of destruction. Pair her with Valkryie and mass destruction!

Well you can do whatever you want. Although I would have at least one other damage dealing spell if you want to swap Arrows for Rage. Tombstone or Barbarian Hut, it's your choice. But I'd like the average Elixir cost to be between 3.5 and 4.5, so make sure your deck isn't too expensive. Just like I said, it's all personal preference, so I can't tell you everything. Everything I said is just a guide. You don't have to follow it. Just go with what works well with you and go from there.