Board Thread:Update Suggestions/@comment-27157280-20181016203529

So I know that vaulting (removing) a card may change the game for the worse but here are my suggestions on what I think should be removed from Clash Royale.

5. Skeleton Barrel.

I mean, what was Supercell's intention when they decided to add this... THING? Skeletons are useful for a few things, but not offense. If they wanted to make this a good defense card, they should have made it a ground troop instead of something that can only be killed by certain troops. The only way I think I can effectively use this is against an inferno dragon (but he gets countered by everything to be fair) or placing a miner near the tower when the barrel gets destroyed. That would work way better for the Goblin Giant, though. My point is that this card is useless and I don't think it fits with any meta.

4. Barbarian Hut

Okay so, 7 elixir for a card that spawns a few barbarians (which themselves aren't very good because everyone has spells) when you could make 4 for 5 elixir. Not to mention that most of the time when it's used, the barbarians never do much damage to a tower, let alone even reach it. The only way I think I could effectively use this is if I was against an AFK person.

3. Zappies

I mean... I mean like.... What?

How am I supposed to use this weak card if it isn't for permastunning?

2. Royal Recruits

These guys used to dominate, they were way too OP for  6 elixir. Supercell's acknowledged that they killed the card, and teased us with a Twitter poll (saying they'd be 7 elixir if enough people voted) but Ice Wizard won for the buff poll, so don't expect Royal Recruits (the expensive, crappy, dysfunctional card) to get good anytime soon. The only way I think they could fix it is the 7 elixir buff or making them have more HP. Nobody really uses these cards, and I don't see why they would.

HONORABLE MENTION: THREE MUSKETEERS

Absolute garbage. Let's think for a second, a 9-Elixir card. With no support it can do as much damage as a PEKKA (which is 2 elixir less). The best you can hope for with these is for our 2v2 teammate to place a golem in front of it so it has any chance of being effective. Even so, any card can counter it for a positive elixir trade. It's even worse that they're squshies because an overleveled fireball will take them out for a +5 elixir trade.

1. Goblin Hut

Just like Barbarian Hut but... worse? It never stays in one place, and keeps getting reworked because Supercell just desperately want people to use it. Think about it: An expensive card that makes SPEAR GOBLINS every few seconds. Spear Goblins don't do much damage to begin with, and it would take a while for anough spear goblins to accumlate behind a tank to do decent enough damage, just like Barbarian Hut. 