Clash Royale Wiki


Introduction

This is an amazing deck I created, originally with the skarmy instead of the guards. However, I knew I needed something different, so I experimented until I found the guards. In order to use this deck you really need to know how it's played, as it's only real air defense, the Executioner, costs 5 elixir, and that is what most often costs you the game.

Deck Information[]

Deck Created by: Thundercat3
Minimum Recommended King Level: 10
Maximum Recommended King Level: 11
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 3.8 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Elixir Golem: The Elixir Golem is for damage on the tower, however many troops are in the way. It is almost guaranteed at least some damage when you put it down, especially if you mirror it. Depending on the opponent's deck, you may want to send it in with or without an executioner.
Mirror: Mirror is probably the most important card in the deck. It helps the Elixir Golem immensely in getting value on the tower, mirroring the guards really helps defend in certain situations, two Executioners quickly shut down most pushes, two Night Witches are unbeatable at defending, and two logs mostly shut down a lot of troops. The only two cards that are not worth mirroring most times are the Mega Knight and the Graveyard.
Guards: These guys are just all around good at defending, especially tanks, because there aren't many other things to defend tanks. There's not much to say about them, but they are just really good to make the deck better at defense
Executioner: This troop is really important to the deck, as it's the only air defense and the lowest elixir splash unit. Theoretically he could be replaced with the wizard, but his higher health helps him cope with spells that would kill a wizard easily like fireball and poison.
Mega Knight: This 7 elixir beast is the tank for this deck, and can get some good damage on the tower if they don't have a counter. Not much more to it.
Night Witch: The Witch's creepier sister is a nice dependable card that holds up troops while it builds up bats to combat the tanks. It's really nice for defense, and I have found that enemies sometimes make the bad mistake of leaving it ignored when you start a bridge push on the other side.
Graveyard: This spooky skeleton party is really good when you have a push, because their defenses defend that instead of the actual push. Or, if their defenses are out in the open, then the Graveyard is the thing that gets damage.
The Log: It's The Log. No more explanation required.

Strategy[]

ElixirGolemPush1

this is what happens when you use this deck

ElixirGolemPush2

this is what it leads to

  • First and most importantly, in order to activate what I have dubbed the "Elixir Snowball Push", you follow these instructions:
    1. Wait until double elixir.
    2. Wait until you have the Elixir Golem, Mirror, and Executioner in your hand, and the board is clear of any troops that will deal relevant damage to your tower.
    3. Place the Elixir Golem at the very back and mirror it in the same location.
    4. Follow up with the Executioner as soon as you have the elixir.
    5. Keep adding anything you want (definitely including Elixir Golem when it comes back up) and watch the destruction.
    • One important thing, however, is that you have to know when to use this and when not to. About 2/3 of decks you face will not be appropriate for you to use this, because they will always have enough on the board and in their hand to take your tower down while you are distracted. In this case, and before double elixir, all the tips that come after will help you.
  • The graveyard is great if you have it in your starting hand. You can put Exe, Night Witch, or even MK to tank for it.
    • If you have nothing else, you could even put the Elixir Golem down, but it can be risky to put it down that early in the game, since you don't know what they have, and if they can counter it easily, then they may get enough Elixir to destroy your tower.
  • I think we can all agree that Mega Knight is very common in lower leagues, so something that is great to counter it is Guards and one other thing. The reach of Guards is just a bit higher than the Mega Knight's, which means that if it is targeting something else, Guards can poke it from a safe distance.