User blog:RoyaleMan/New Card Ideas for Future Updates

Here are some card ideas for future updates in Clash Royale. Feel free to comment if you have any objections.

=Card Ideas=

Water Spirits Cost: 2 Elixir Rarity: Common Type: Troop Arena: Arena 5 Count: 3 Like the Fire Spirits, Water Spirits also die after attacking, but Water Spirits use their kamikaze ability to heal your allies instead.

Builder Cost: 3 Elixir Rarity: Common Type: Troop Arena: Arena 6 '''The Builder is a troop with moderate hitpoints but with low damage output. However, his hammer deals double damage to enemy buildings.'''

Royal Skeleton Cost: 3 Elixir Rarity: Common Type: Troop Arena: Arena 7 The Royal Skeleton has moderate hitpoints and damage and carries a shield with him to protect him from damage.

Royal Archers Cost: 4 Elixir Rarity: Common Type: Troop Arena: Arena 7 Count: 2 Two greatly modified archers with slightly more hitpoints and the range of a Royal Giant.

Cauldron Cost: 4 Elixir Rarity: Rare Type: Building Arena: Arena 5 Like the Furnace, the Cauldron summons two Water Spirits at a time.

Barrage Cost: 5 Elixir Rarity: Rare Type: Spell Arena: Arena 7 '''A volley of exploding cannonballs are fired within a radius. Each cannonball deals quite a bit of damage, but produces a small splash radius which does not guarantee a 100% accuracy. Reduce damage to Crown Towers.'''

Catapult Cost: 5 Elixir Rarity: Rare Type: Building Arena: Arena 6 '''Like the Mortar, the Catapult has a very long range and a blind spot, but it has an even longer range and an even bigger blind spot. Deals moderate area damage.'''

Zombies Cost: 4 Elixir Rarity: Rare Type: Troop Arena: Arena 4 Count: 3 '''The Zombies have a quick pace and the damage output of Goblins. Infects all killed enemies into zombified allies of the same status.'''

Heal Cost: 4 Elixir Rarity: Epic Type: Spell Arena: Arena 2 '''Heals all allies in a ring. Reduced healing effect to home towers.'''