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Giant Skeleton Deck
Arena 10, Deck Building,

Bad Composition Did Amazing Work – A Giant Skeleton Deck

Hi friends, I want to share A Giant Skeleton Deck with you. Please note that this bridge is no longer viable, not only because it was bad from the start, but just as the use of Mega Knight has increased, which makes difficult to perform thrusts. This solves in you having to risk more to win, which makes even more punishing games for high-level opponents. Whatever it is, I hope you enjoy reading and hope we can have a discussion together to find a better game for me lmao.

I managed to build a pretty effective deck around the Giant Skeleton and the Three Musketeers. I love it but I need help to build another deck / optimize the deck by adjusting my playing style.

A Giant Skeleton Deck

Hi people, that’s my bridge that I used from ~ 2,300 up to ~ 3,800, not only because I felt more comfortable with it, but I’m afraid of it. # 39; s use anything else lol. I am clearly aware that this deck is not a high-level deck, but I want to get something together that I can use to advance to the league of challenges. Means I am looking for something that looks a little like the use of this deck, which I could not build before. And here is the community at stake: help.


King Level: 10


  • Giant Skeleton: 5
  • Three Musketeers: 8
  • Knight: 11
  • Minions: 11
  • Ice Wizard: 2


  • Cannon: 11


  • Arrows: 11
  • Clone: 5

Just note that I obviously did not use these cards at this level all the way through. But here are the most relevant updates.

  • Giant Skeleton: It was my first epic 5 ever. Raised HP and its higher death damage are much appreciated.
  • Three Musketeers: Since the Giant Skeleton and these guys are the main sources of damage in this deck, it is very useful to improve them as soon as possible. For some reason, I had a hard time leveling this card up to 8 long (because I forgot to ask for this card lol). But yes, same as the bomber. Lvl8 survives Fireball at the same level.
  • Clone: This one was also hard to reach 5, but I finally got it. You want this card to maximize your thrust efficiency and by leveling it you will not hurt anyone. Except your crown turns with enemies.
  • Canon:  Both on the offense. The reason you should get this one to 11 is that you need a way to handle things like Hog Rider better. For example, Cannon 10 easily treats Hog 7, but fights 8 and 9.

How To Use Deck with Giant Skeleton?

Okay, let’s talk about strategy now. The first problem you noticed is the high average cost of this game (4.1!). You really have to play this deck carefully and you will want to scout a lot, especially at the beginning, otherwise, you will eventually lose all your troops and you will find yourself forced without having an elixir to defend yourself. The other thing is the offensive pressure. The only cards used offensively in this game are Three Musketeers and Giant Skeleton, while the last is the least expensive with 6 elixir costs. If your opponent adapts his cycle to your offensive pressure rhythm, you are going to have a bad time to get damage at any crown turn. This means that you must attract the key cards of the enemy using one of the other Troops / Building cards. Disclaimer: This deck mainly archives 1-Crown-Wins. It’s hard to put pressure on the Crown Tower after the 1st Crown thrust, so you just have to stall the timer after you’re in advantage. Another warning: I push especially to the right since the clones always appear on the right side. How does this affect my style of play, I will explain later.

From there, I will enter each card in detail:

Giant SkeletonBad Composition Did Amazing Work - A Giant Skeleton Deck

Wow, in the top game, this guy is so bad and because of that, he recently got another + 5% HP buff. But hey, this game is based on the use of it, I will take it. However, the Giant Skeleton is one of the main winning conditions of this game. You can use this card both offensively and defensively. Usually, you just want to start pushing the Giant Skeleton and supporting it with other troops. Your opponent has revealed an inferno / dragon tower? Try to support your tank with servants. They use swarms to submerge your skeleton friend? Switch between the arrows, the henchmen, the ice wizard and rarely even the three musketeers to stay unpredictable and help him. He checked your giant skeleton successfully?

Try to keep his troops in the bomb zone, most of the troops are too slow or they get stuck on the bridge, but sometimes you can use the Knight here to take a few hits and let the enemies faint, maybe be converting your Knight for another push. Were you able to route your giant skeleton up to the princess tower? Try to get your Clone on your troop not only to get a safe crown (two giant bombs at level lvl5 do 2,102 HP damage), but to go to the King’s Tower in case your Giant Skeleton does not die thanks If you push to the right, the Crown Tower will initially target the original Giant Skeleton, leaving the clones unscathed to push them towards the towers.

The only defensive way to use the Giant Skeleton is to push him into the thrust of enemies, that he drops the bomb casually on the bridge and destroys all the troops. By doing this you can save time and depend on the troops killed, you make a positive exchange of elixirs.

Three MusketeersBad Composition Did Amazing Work - A Giant Skeleton Deck

Although this card is so expensive, I do not like to use these Elixir Collectors. I just lost so much momentum by putting them in place, just to lose elixir through Fireball. The recent nerve further justifies my decision. However, the Three Musketeers are the other main source of damage next to the Giant Skeleton. I mainly use these in the last minute/overtime because the high costs do not hurt too much. But sometimes, I can go down two knight panels in front of the King’s Tower, then knock down the three musketeers behind the knight to advance. Without tracking before, this move is risky because your enemy can wreak havoc on the other side, which can make you trade turns or worse, lose a ride for nothing so he checks your thrust properly. When in a comfortable position, you can also use three musketeers to check multiple cards, such as Giant, Inferno Dragon, most swarms, and so on. What I did not mention is the fact that Three Musketeer works well with Clone. Once the women have arrived at the tower, drop the spell to demolish the crown tower in seconds.

KnightBad Composition Did Amazing Work - A Giant Skeleton Deck

This card is the glue of this game. It is able to control a lot of things, able to prevent thrusts with the damage of the Princess Tower. You can also use this card to keep your troops, eg. protect the three musketeers from splash damage. If the Knight arrives at the Princess’s Tower, you can eventually drop a Clone here for the damage to be correct and force your enemy to act defensively. But overall, the knight’s role is more defensive in nature.

MinionsBad Composition Did Amazing Work - A Giant Skeleton Deck

I really like his ability to adapt to most situations. In attack, I can save my Giant Skeleton to help him reach the tower and even if he does not, 2-3 Minions are still targeting the tower if it is placed on the right side when the opponent is trying to attract the skeleton. If the timing is correct, you can use a clone to multiply your minions to inflict heavy damage to the princess tower if it is not monitored and to clone my giant skeleton so that the clone returns to the princess tower to prevent your opponent to throw troops near your servants (and maybe he’ll reach the tower, but that’s very unlikely). In defense, you can check multiple cards with Knight or Giant Skeleton, which gives a good deal to ground troops that can not attack the Minions.

Ice WizardBad Composition Did Amazing Work - A Giant Skeleton Deck

Considering that my winning conditions are so expensive, I need a speed control to slow down the game. The ice wizard can slow down the thrusts, save time and help me get my elixir together. He also checks the swarms that are very dangerous for my giant skeleton. The level of this map is not so important because its frost effect does not improve by raising the level. Do not hesitate to invest in this card if you want to do a little more damage.

CanonBad Composition Did Amazing Work - A Giant Skeleton Deck

Well, this defensive building is just too good. This is very necessary since this game lacks reliable defensive options otherwise. That’s how I check especially targeting building troops like Hog Rider, Balloon (with Ice Wizard or Minions), Giant, and so on. You can also use the Cannon to attract slow / weak attackers, such as Mega Knight, Giant Skeleton, Knight, Mega Minion, etc. In case of emergency, you can also throw this card in front of the tower to avoid damage.

ArrowsBad Composition Did Amazing Work - A Giant Skeleton Deck

My only harmful spell. This one is mainly used to better treat the swarms, to chop large groups of troops or to kill HP low cards like Princess. Sometimes you have to throw several arrows in overtime while you roll over the deck to destroy another at low power, as this is the only method to inflict damage away except for the three musketeers. Yeah, I know, it’s annoying not to have something like a fireball or a rocket available, but I have not been able to place such a card in the package.

CloneBad Composition Did Amazing Work - A Giant Skeleton Deck

Last but not least, here is the Clone spell. This very precious card really makes the Giant Skeleton and the Three Musketeers very menacing. Once in a good position, covered by tanky troops, the produced clones will deal with just about anything, no matter whether troops, buildings or towers. This is how you mainly destroy an enemy Crown Tower. And that’s why I prefer to push on the right. The clones appear on the right, will be covered by their original troops that spawn in the middle and finally the king’s tower. The more clones have time, the more damage will be important. Do your best to protect the clones … whops, they have a Zap!

Gameplay with Giant Skeleton Deck


It’s the time you have to search for a card that could threaten your Giant Skeleton / Three Musketeers. Wait until your elixir is at 9.5, then kick off with the help of a giant skeleton or knight on the two right panels in front of your king’s turn. If you only have Giant Skeletons / Knights + Three Musketeers as troops in your first five cards, drop your tank behind the King’s Tower instead to save time and spot a little longer.

When your tank reaches the bridge, your next shot depends on the reaction of the opponent. You can add a troop behind your Giant Skeleton / Knight to save. If he’s trying to check your initial thrust, look first, do not waste any elixir here. If he attacks to the left, go ahead and check his counter.


Ok, now when you have more information on the deck of enemies, try to get a favorite Princess Tower on the right. Start stacking troops for a push and keep in mind that your opponent has not shown all these options. Try to keep your elixir around 3-4.5, just in case you should react quickly and move from attack to defense.

Remember that if you pushed your Giant Skeleton on the bridge, but you had to go back in defense, do not waste your elixir for the attack until the attack phase is over. . In most cases, you can leave your giant skeleton alone thanks to the collateral damage of its bomb.

 Last Minute / Overtime

The way you play this phase depends heavily if you were able to knock down a tower. If so, stay on the defensive until the stopwatch runs out, it is difficult to take the King & Tower Tower with this deck. If you’re in a tie, focus your efforts on using Three Musketeers because you’ll recover fast enough to react to another push.

Hide your gunners behind a giant knight or skeleton, in some situations an ice wizard also works. If you are tied, but his deck has too many chips against your main cards, take a break and force a tie. If you are at a disadvantage for the crown, you can perform riskier pushes to get back to the tie. Then, force a tie. It is rare for you to make a comeback and get one more lap, but if your situation allows it, do not hesitate and take this victory.

Other options  to replace deck card

In the beginning phase of this game, I played with some cards to try what best fits the main kernel. Here, I will list some cards that I would consider for this game, if you want to try for yourself.

 Elixir CollectorBad Composition Did Amazing Work - A Giant Skeleton Deck

Helps a lot with these high costs. But on the one hand, there is not really much space for the grinding of the elixir. On the other hand, I could not use this card as effectively as the others. As for the last nerve, I see no reason to implement the collector in my deck.

BatsBad Composition Did Amazing Work - A Giant Skeleton Deck

A possible replacement for Minions. They reach a higher speed and generate higher damage. But you swap to get instantly baited by Zap, Electro Wizard and Spear Goblins because of inferior health.

Mega MinionBad Composition Did Amazing Work - A Giant Skeleton Deck

Also a possibility for the Minion slot. You do not lose your flying troop because of the small damage caused by splashing, but your damage is less important and your enemy must distract only one troop instead of three. And Clone does a better job combined with Minions.

Ice GolemBad Composition Did Amazing Work - A Giant Skeleton Deck

Better redirect than Ice Wizard and also brings the gel. But I have the impression that Ice Wizard is more consistent and that the ability to attack flying troops is essential.

 ZapBad Composition Did Amazing Work - A Giant Skeleton Deck

Can be used instead of arrows due to lower costs. Arrows are always preferable to better manage the Princess, the Minion Horde and the Goblins of high level.

FireballBad Composition Did Amazing Work - A Giant Skeleton Deck

For one more elixir, you get a weapon to hit a weakened tower a lot easier, especially in overtime. But removing the arrows is worse than my Swarm clash.

HealBad Composition Did Amazing Work - A Giant Skeleton Deck

I really wanted to try this instead of Cloner, since Heal helps the Three Musketeers against the Fireball, mostly left to a low level of health after being hit once. But replacing Clone, I would abandon the super double bulging Giant Bomb, which brings me about 40-60% of my games.

Inferno TowerBad Composition Did Amazing Work - A Giant Skeleton Deck

More cumbersome than the cannon, better deal damage to tanks, attack both on the ground and in flight. But this card costs two more elixirs and does not help against the HP low troops. With, for example, Knight, Cannon can deal with hordes very quickly by combining it with the Princess Tower.

Checks and threats

There are several cards, which can handle this composition in several situations. To succeed, you must adapt to your opponents by invoking rhythime. In this way, you can try to get your best damaging cards in better positions to destroy a Crown Tower.


  • Swarms:  Skeleton Army, Goblin, Minion Horde – Swarms can easily get rid of the giant skeleton. Since this guy is like I want to approach the Princess Tower, it is highly recommended to find a way to deal with these. Preferably use the arrows or the ice wizard, sometimes these henchmen also do a good job.
  • Splash damage:   Sorcerer, Valkyrie, Mega Knight, Executioner, Log, Arrows, Fireball, Rocket – Talking Troop cards, you can handle them all if you place your troops properly, by Especially the positioning of the Three Musketeers are crucial. Otherwise, you just lose the elixir. Be careful after the opponent has revealed one of the named spells because they hurt most of your troops critically. Try to attract them and continue to attack with your Three Musketeers.
  • Fast Forwarders: Elite Barbarians, Fighting Aries, Lumberjacks, Pig Runners – As soon as you lose control over the pace of the game, it will be difficult to recover. Most of the time, if you are overwhelmed, try to push the current pressure and then play for a tie, because you do not want to risk overworking again.
  • Tanks: P.E.K.K.A., Golem, Giant, Royal Giant – They are also difficult to face, forcing a tie most of the time. At least you have enough resources to distract them.
  • Flying: Balloon, Lavahound – These are very dangerous because you do not have a lot of cards that can target flying troops AND do not cost you 9 Elixir. Distract them using your Canon and support it with Ice Wizard and Minions. With the Princess Tower, you can get rid of them before they become a serious threat.
  • Lure: Ice Golem, Cavalier, Knight, Tornado, any building – The most upsetting thing is when you can not channel the giant skeleton to the towers. These cards are often used to redirect the tank anywhere, but to the tower. Minions and Ice Wizard can attack across the river and can react before the giant skeleton reaches the middle of the field.

Closing words

I really like to use this deck. But I know that I will not go into the higher levels just playing that. By writing on my deck, I hope that no one is able to identify anything like a pattern in my playing style or my “playing style” to find a more “standard” deck or “high tier”. I appreciate all the constructive advice. And do not hesitate to test this deck on your own, it’s really fun to use.

[Strategy] Best Ladder Decks: Card Popularity Snapshot #34
Deck Building,

[Strategy] Best Ladder Decks: Card Popularity Snapshot #34

Hello! My friends at sent me the Battle Decks from players in the Global Top 200 at the end of last season. I analyzed the decks to produce lists of the most popular cards and decks at the top of the ladder. These lists may help you decide which cards to request from your clanmates, purchase with gold, and ultimately include in your deck.

Card Discussion: Best Ladder Decks

Zap charges back to the top of the pack, energized by the popularity of Bats and the dropoff in Goblin Gang usage. It is a must-have spell in most decks with a 7- or 8-cost troop to prevent the Inferno Dragon from burning them up too quickly. The Log remains a viable alternative, preferred in siege decks, but is now decidedly less popular.

Royal Ghost is the new card on the block and has made a huge impact on the competitive scene. He far outclasses the Knight and Bandit, which were played much less this season. Ice Spirit and Miner share third place this snapshot, both offering great versatility and reliable support for any deck. Poison has a leg up on Fireball,but both see plenty of high-level play in the top 10 of most-used cards.

A cluster of popular, but not overpowered, cards comes next: Mega Minion, Ice Golem, Electro Wizard, Minions, Minion Horde, and Night Witch. Each of them is relatively inexpensive and presents little threat alone, but support a wide variety of primary win conditions. Giant has steadily regained his supremacy as the midrange tank of choice, able to overwhelm heavier decks and present a major threat to lighter decks.

Tornado season is winding down and Arrows rarely blot out the Sun. The nerf to spell damage halved the popularity of Rocket, which targets far fewer Elixir Collectors since its nerf. Five cards rose from obscurity since the last balance changes: Guards, P.E.K.K.A, Skeleton Barrel, Goblin Hut, and Prince. Some improved from recent buffs, while others were in decks used at the Clash Royale World Finals 2017.

Calls of “Hog Rider!” have faded away since troop received a light nerf, but the mounted marauder remains a major menace. Mega Knight remains a top-tier control card and headlines the most popular deck at the top of the ladder. Goblin Barrel, Princess, and Goblins usage have fallen precipitously as top players take to the skies. But they rarely do so with Lava Hound and Balloon, which continue to descend.

Tesla conducts the defense in X-Bow decks but may leave the defender helpless against a Golem. The Battle Ram and Dark Prince are charging back into the striker role along heavier decks that run P.E.K.K.A or Three Musketeers. There’s no more Cannon Cart to carry Graveyard decks, but if those Skeletons keep climbing you can expect an Ice Wizard to cool them off.

Zappies and Hunter have not yet found a place in any meta deck.

Suggested Decklists (Click deck name for in-game link)

Mega Knight Control (26 appearances): Mega Knight, Bats, Inferno Dragon, Miner, Royal Ghost, Skeleton Barrel, Zap, Goblin Hut

Goblin Gang Logbait (16 appearances): Goblin Gang, Goblin Barrel, Princess, Ice Spirit, The Log, Rocket, Knight, and PICK ONE- [Tornado] OR [Inferno Tower]

Golem Beatdown (15 appearances): Golem, Mega Minion, Night Witch, Zap, and PICK ONE SET- [Baby Dragon, Tornado, Elixir Collector, Lumberjack] OR [Royal Ghost, Poison, Goblin Hut, Flying Machine]

X-Bow Siege (15 appearances): X-Bow, The Log, Tesla, Ice Spirit, Ice Golem, Fireball, Archers, and PICK ONE- [Skeletons] OR [Mega Minion]

Giant-Prince Beatdown (13 appearances): Giant, Prince, Zap, Mega Minion, Electro Wizard, Dark Prince, Ice Golem, and PICK ONE- [Poison] OR [Fireball]

Giant-Miner Beatdown (12 appearances): Giant, Miner, Zap, Night Witch, and PICK ONE SET- [Minion Horde, Minions, Fireball, The Log] OR [Royal Ghost, Poison, Ice Spirit, Guards]

Three Musketeers Beatdown (10 appearances): Three Musketeers, Elixir Collector, Goblin Gang, Minion Horde, Battle Ram, Zap, Giant, Bats

P.E.K.K.A-Dark Prince Control (8 appearances): P.E.K.K.A, Dark Prince, Poison, Zap, and PICK ONE SET- [Electro Wizard, Miner, Mega Minion, Ice Spirit] OR [Tornado, Executioner, Ice Wizard, Prince]

Hog Rider-Royal Ghost Control (8 appearances):Hog Rider, Royal Ghost, Ice Golem, Zap, Fireball, Guards, Inferno Dragon, Minions

P.E.K.K.A-Miner Control (7 appearances): P.E.K.K.A, Miner, Poison, Zap, Electro Wizard, Bats, Guards, and PICK ONE- [Royal Ghost] OR [Bandit]

Lava Hound-Balloon Beatdown (7 appearances): Lava Hound, Balloon, Mega Minion, Minions, Zap, Fireball, Guards, Tombstone

Hog Rider-Executioner Control (6 appearances): Hog Rider, Executioner, The Log, Ice Spirit, Rocket, Tornado, Knight, Goblins

P.E.K.K.A-Battle Ram Control (5 appearances): P.E.K.K.A, Battle Ram, Poison, Zap, Electro Wizard, Ice Spirit, Minions, Royal Ghost

Hog Rider-Mortar Control (5 appearances): Hog Rider, Mortar, Minion Horde, Goblin Gang, Bats, Zap, The Log, Ice Golem

Inferno Dragon-Royal Ghost Control (4 appearances): Inferno Dragon, Royal Ghost, Zap, Skeleton Barrel, Poison, Goblin Hut, Miner, Bats

Giant-Graveyard Beatdown (4 appearances): Giant, Graveyard, Zap, Mega Minion, Fireball, Night Witch, Arrows, Archers


View the raw data here:

NOTE: There was no December 2017 snapshot so the Change reflected below took place over the past two seasons.

RankCardTop 200 AppearancesChange
2Royal Ghost73N/A
3Ice Spirit65-12
5The Log63-30
8Mega Minion60-6
10Ice Golem49-11
10Inferno Dragon4925
12Goblin Gang43-17
16Electro Wizard3611
17Skeleton Barrel3231
20Goblin Hut3028
20Hog Rider30-17
20Mega Knight302
24Minion Horde28-6
24Night Witch28-1
27Elixir Collector21-18
28Goblin Barrel20-5
32Battle Ram184
37Dark Prince158
37X Bow15-8
39Three Musketeers14-2
41Baby Dragon12-7
45Lava Hound8-4
46Ice Wizard7-14
51Inferno Tower5-3
55Flying Machine32
55Spear Goblins33
59Dart Goblin22
59Fire Spirits2-3
59Skeleton Army2-1
66Cannon Cart1-12
66Giant Skeleton11
66Mini P.E.K.K.A1-11
70Barbarian Hut0-1
70Bomb Tower00
70Elite Barbarians00
70Royal Giant0-1
Deck Building, Graveyard,

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.

Hello everyone and welcome to my first Clash Royale deck guide. Today, I am going to share my own cemetery deck that I built some time ago.

** Important Note **: This bridge ** NEEDS ** excellent connection as well as good skills and accuracy.

I got with the help of  Unique GraveYard Deck up to 4100 trophies.

The average elixir of the deck is 3.4, and it consists of the following cards:
Cemetery, bomber, musketeer, baby dragon, Tesla, 1 elixir skeleton, knight and arrows.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.GraveYard

Main Victory Condition. With the recent Rework / Nerve / Buff (whatever you call it), he has become more consistent with the release of the damage. The best cemetery placement is a tile from the arena tower to the outer border of the arena. The reason is to make sure that no skeleton will activate the kings tower. Even if your opponent counters a Valkyrie, there will be skeletons that will appear on the other side, which will allow damage. It’s perfect when paired with a baby dragon or a knight or even a musketeer! When doing a counter-attack with support troops such as Bombardier or Musketeer, leave the cemetery tank, forcing the opponent to spend additional elixir to defend it.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.Baby Dragon

Attacks tank air spills. If your opponent uses troops such as Minions / Horde, use the Baby Dragon and try to save your arrows as best as possible in defense. The arrows should often be used with the Graveyard to kill the swarm troops instantly.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.Knight

A very tanky unit, can be used to tank in the graveyard after a push counter. Good at defending against elite barbarians and mega knights with a bomber.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.Tesla

Does an awesome job at stopping the pork rider. And with the recent buff, he can close the tanks much faster. If you see Hog, Giant Golem, Pekka, Lava Hound or Balloon always use this and shoot them in the middle while a musketeer and some skeletons can help. It is easy enough to misplace the Tesla and it will probably be wasted because it does not have a large enough reach. What I really like about the Tesla is its ability to hide underground, while being invincible to all the spells that your opponent could use to remove it.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.Bomber

Deals a massive amount of damage as a three-essence card with splash damage. Perfect for destroying all ground units as compared to a knight or skeletons to distract. When defending, try to group the map of your opponents to make it easier for the bomber.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.Arrows

Deals a good deal of damage and can kill a large number of troops defending your Graveyard, such as Minions / Horde / Goblins, in one shot. If your opponent is using a crafty goblin barrel behind your turn, simply place your arrows around your turn and more at the back and this can assure you that you will get them. Good to finish the damaged support troops.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.1 Elixir Skeletons

Good distractors. Can help kill a tank and can occupy the elite barbarians while the bomber rips them. Good for baiting a Zap if your opponent plays a pig and you put the skeletons on him.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.Musketeer

Should always be used in defense, then turn into counter-thrust. When a building targeting a troop such as the giant goes down the path, you should use Tesla to distract and inflict damage instead of a musketeer. If this is not a troop targeting building, feel free to use the musketeer behind a knight to deal with the thrust, then continue for a counter-thrust.

How to stop certain outbreaks?

Royal Giant plus henchmen

Instead of planting your Tesla in the middle and risking that the pre-planted henchmen will distract him or risk that the royal giant ignores him, plant him right in front of the tower, use the arrows to complete the henchmen and skeletons/musketeer/bomber to kill the royal giant.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.Elite Barbarians

The Bomber is the main method to destroy the Elite Barbarians with the help of a Knight or Skeletons. Put the bomber in the two or three tiles away from the king’s tower and place the knight / skeletions in the middle to allow the other turn to engage too.

Giant Balloon Push

Plant your Tesla in the middle to attract the giant, then use the musketeer on the outside of the tower toward the outer edge of the arena to let it shoot down the ball.

Cemetery Poison

Since we do not have Position in this game, we will use dragons, knights, bombers or musketeers to counter the graveyard.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.Hog Rider

Tesla plant in the middle for a bare pork. If they use extra troops as an ice golem and/or an ice spirit, use a bomber with the Tesla to stop that push. If they bike out of your Tesla, then use a knight/skeleton with a musketeer.

[Legendary] Unique GraveYard Deck That Made Me Reach 4100+ Trophies.Elixir Collector

When your opponent crashes an Elixir Collector at the beginning of the match at the bottom of the tower, do not hesitate to start a graveyard, make sure your graveyard covers the pump as well as the tower while your knight/baby dragon is tanker, be ready with your arrows to damage the pump even more to destroy enemy troops.


If you are laying an elixir, read the Elixir Collector part above. If they drop a golem, use Tesla to tank and distract while your skeletons and your musketeer/bomber attack the golem, if needed, add a dragon or knight to help you.

Log bait

You have Baby Dragon and Bomber for the princess and goblin gang, arrows for the Gobling Barrel. When they use their goblin gang, you are free to use your graveyard.

I hope you enjoyed reading my deck and finally try it! I wish you the best and have a wonderful day! That was me Abdullahx9000 and I will see you in the next guide! =]

Mirror mode
Deck Building,

[Unpopular Opinion] Mirror Mode isn’t Perfectly Fair

Once, I saw a post where someone played untrained players playing in mirror mode, and it looked like something like

> I did not have a good hand … oh wait. I did not have good card levels … oh wait. It was a bad match …

This has really marked me, because personally, I think there are several reasons why Mirror Mode favors some players.

First of all, ** the mirror mode favors players who use cycle trays. ** In mirror mode, the synergies are almost non-existent. You have to deal with a stack of cards that rarely have a common theme. This means that players who frequently exchange face-to-face cards and who have been training more in micro-positive elixir trading will be better prepared than those who lose battles to win the war.

Secondly, ** Mirror mode disintegrates players who run bait games. ** I’m not just talking about a classic bait spell here (Goblin Barrel, Princess, etc.); I also talk about the Lava Hound and Hog Rider + Elite Barbarians decks. Many games require players to work fully for your opponent to have a bad hand. In Mirror mode, you rarely get a dead card (Canon Goblin, Minion Horde, Three Musketeers, Balloon) * and * a platform built around systematically make your opponent lose all the threats to that card. The baiting skill is irrelevant in mirror mode.

Finally, ** Mirror Mode favors those who use the meta. ** I could be wrong on this one, but the mirror mode decks seem to be heavily weighted to match the ladder usage rates (or maybe tournaments?). For players who do not use the meta, they may experience unique tricks and all interactions for the cards that they will never see, while their opponent uses familiar cards. Can you imagine the mirror mode where you always have your main deck? It would be an easy win for you because you know how to use these cards better than most people. Similarly, players who use the meta will know how to use the cards that improve.

So, overall, the mirror mode is still the most regular mode we’ve seen, but ** it only measures the skills of players in certain areas and disadvantage players who have invested time in the development of more specialized skills.

I will admit that I am biased here. I love deck-building, I play super out-meta decks, and I hate the focus on trading elixir. Therefore, the Royal Ghost was the first legendary that I did not unlock at the beginning of the first try (and I got even worse results the second time).

Still, I think it would be great if we did not call Mirror Mode perfect and keep looking at other modes that highlight other player skills (maybe an improved draft mode? ).

<pre><pre> Oldschool Royal Giant Goblin Hut Deck for F2Ps
Arena 10, Arena 11, Arena 8, Arena 9, Deck Building, Royal Giant, Strategy Guides, Tips,

Oldschool Royal Giant Goblin Hut Deck for F2Ps

Hi guys, I'm calling Mr.Kevin and I wanted to share a very old royal royal deck that I've been using for years. This deck has brought me to my first legendary trophies (in older versions) and has helped me compete well in the legendary arena.

He uses the Royal Giant as the primary condition for victory and only the Goblin Hut as a secondary victory condition (I like to call it the Giant-Goblin Hut's control bridge.)

Over the course of many meta updates have not lost its effectiveness, and although this is not a perfect bridge, I can say with certainty that it is able to counter almost any card in the world of Clash Royale.

This deck is quite difficult to use (4.4 elixirs on average) and requires a lot of patience, but with total control it is an almost impenetrable defense and a victorious crown

Without further ado, here is cards required for the control bridge of the Giant-Goblin royal:

Oldschool Royal Giant Goblin Hut Deck for F2Ps

Oldschool Royal Giant Goblin Hut Deck for F2Ps