

can definitely deal damage and provoke your opponent to counter with cards. This is especially potent if you've been managing your Elixir right throughout the match. You will be able to summon a lot of strong units at the same time and overwhelm your opponent as they frantically try to counter everything you do.

Most of the match you need to be defensive, but once you start gaining more Elixir fast, thats when things kick into overdrive. While the Elixir cost for most cards in this deck is high, this deck is most efficient towards the end of a match. Cards like Zap and Arrows are good for damaging enemy units and taking out groups that attack you, which will be dependent on how well you react and counter your opponent. Having more Skeletons spawing, as well as cards you play, will generate a lot of units to overwhelm and rush down your opponent's towers. You can substitute this card with something else of your choice, but try to keep the average Elixir cost down to keep in line with the rest of the deck.Ī great combination play is Tombstone and Mirror, which can get you two working Tombstone on the field to produce a lot of units over time. Skeleton may be weak, but the 1 Elixir cost is great for adding another unit to the field. All of the Goblin Cards come in groups that can gang up on strong units, as well as the Archers that can attack from a distance. This deck focuses on keeping the cost of playing cards low, while also keeping the field populated with units. You have a lot of room to work with here in terms of Elixir management.
