User blog comment:Dogerium/Card Ratings: Arena 0-8 ( Edition 2 )/@comment-25856498-20161024152035

I have to say a few things: Alas, I shouldn't really be criticizing your decisions since you are after all entitled to your own opinion. But I've said what I needed to say.
 * 1) Knight - Personally they can be an okay semi-tank up until Arena 5. In Arena 6 and 7 it will be less prevalent due to Miners (and to a lesser extent in Arenas 4 and 5 due to Legendary Chest). In Arena 8 it is still rather okay, but it can easily lose out to the Ice Golem. Still has more HP than the Miner in tourney level.
 * 2) Arrows - you forgot the new Skarmy. One of the best counters against them for the early Arenas, also gives an even trade. And then you say Fireball gives better trades even though it costs 1 Elixir more, but the Fireball indeed does much more damage per Elixir, at a cost of AoE (which isn't always needed).
 * 3) Spear Goblins - How do you compare Spear Goblins to itself? Also makes an okay counter to Mega Minions and Balloon. Its reaction time can also make it viable.
 * 4) Skeletons - Honestly its use seems just limited to Arenas 2-7. After the nerf and the Ice Spirit it just went downhill.
 * 5) Giant Skeleton - Can be a good push stopper, but only works well if your opponent has invested way too much Elixir and low health troops in their push.
 * 6) Barbarians - Bomber still makes a good counter to them, with all the damage buffs and all... when it still seems to be useful in the lower Arenas before Fire Spirits are introduced. Ranged troops can get a good advantage on them too.
 * 7) Tesla - but don't forget about its hiding mechanics and also the fact that it has more HP and does more damage too. Still, not many people use it as it is harder to get profits out of it.
 * 8) Wizard - It can still dispose of Minion Hordes, but when he meets its Mega brother, he is oh so screwed. Nonetheless I can see why he is underused.