How To You can make a powerful deck in the game.

The game is called Clash Royale.You fight hard to win battles with your troop collection.To dominate the arena, you need to match the correct cards.You can learn how to build a strong deck in a game.

Step 1: As your win condition, choose a strong card.

The main offense is the card you pick.This will be the card that does the most damage to the opponent's towers, the win condition should be something that targets buildings, has a decent amount of health, can reach the towers very easily, or a combination of all three.You can build a deck around this win condition.It should be strong in your arena.There are some good win condition cards.There are many possible win conditions.

Step 2: Pick a deck.

Each player makes a deck of cards.Your deck archetype is the type of deck you create.Your deck should complement your win condition and anticipate what your opponent will do to counter it.Each archetype has its own strengths and weaknesses.The three main deck Archetypes are Beatdown, Control, and Siege.Beatdown decks focus on overpowering your opponent's tower through strength.They have a tanky win condition, such as a giant with high damage troops.A positive advantage and a huge push to attack the opponent's tower are what these decks start with.Beatdown decks have an advantage against Siege decks.Control decks fight from your side of the map.The control decks have a strong defense, which usually includes defensive buildings, such as Cannon.These decks will chip away at the opponent's tower until it is destroyed.Control decks have an advantage against Beatdown decks.The Siege Archetypes are based on a strong offensive building win condition.These buildings attack from your side of the map and force your opponent's units to defend, while you defend your offensive buildings so that they can keep doing damage to your tower.These decks require a lot of skill to play, as they require you to anticipate your opponent's move.The Siege decks are weak against Beatdown decks.A deck that is hard to defend against is a hybrid deck.A Graveyard for Cycle is a type of Control deck where the deck is very cheap (usually 3.0 or less in average cost) and quickly cycles their win condition faster than your opponent can counter.The decks chip away at the other towers.The amount of damage matters.Spell bait is a type of deck.The only decks that use hordes as a win condition are these.The goal is to overwhelm your opponent with hordes when they can't counter your attack.There are many cards in these decks that are vulnerable to spells.Medium and heavy spell bait are used in log bait decks.Team Vietnam invented bridge spam.Royal Ghost, Bandit, Dark Prince, Ram Rider, Battle Ram, and other cards are included.It focuses on punishing other players by rushing them with a combo that can take a tower in seconds.Don't play high-cost troops at the back against these decks because there is no way to defend against their rush attack.With the addition of more cards that can be split, this archetype has risen to popularity.Both lanes will be taken up by very threatening pushes and your opponent will have to defend both sides at the same time.

Step 3: Aim for an average cost.

The average cost of a deck is 3.0-4.0.Good decks are higher or lower than that.The cheaper decks have more fragile troops.Beatdown decks are heavy and have a slower playstyle.If you have an average cost of four or more, you might want to consider having a collector in your deck.You will be able to play troops faster with this card.This is a high cost card.Since the playstyle requires the player to cycle to their win condition quickly, cycle decks go as low as 2.6 for the AEC.

Step 4: Think about how you play.

Do you want your deck to keep attacking the opponent?Do you want a slow deck?Do you want a balance of the two?It is up to you.There are different movement speeds for troops.If you want a fast deck, you might want Hog Riders, Elite Barbarians, or Goblins.The Executioner could be included in a slow deck.

Step 5: It's important that you have a counter for everything.

Get troops that attack air, do splash damage, deal heavy single-target damage and do more than one at a time.You will need at least one of them on your deck.The troops that do single-target damage are Musketeer, Minions, and Mini Pekka.The wizards, witches, and Bowler are examples of splash attackers.

Step 6: Think about the meta and make a counter deck.

Meta stands for the most efficient tactic.The decks are used in an arena or league.Knowing the meta will allow you to craft a deck.It is important that your deck is not weak to other non-meta decks.A lot of people are running log bait at your trophy range.You can counter this by running two small spells in your deck.You can pick from Tornado, Zap, Arrows, Barbarian Barrel, and the Log.

Step 7: For your win condition, choose support cards.

Your win-condition will be helped by these cards.Try to play these with your win condition.Glass cannons or splash units are usually the ones that need support to be effective.Wizard is good with P.E.K.A.It is good at removing swarms.It is weak.There are some support cards.A lot of win condition supports are in the group called the "fireballies" which means they survive an equal level fireball with a small amount of health.

Step 8: Pick defensive cards.

Slow moving cards are good for protecting towers.swarms of low health cards do a lot of damageIce Wizard, Barbarians, Minion Horde, and Skeleton Army are included.

Step 9: Decide if you want to use cycle or utility cards.

If you want a better card to use, cycle your deck with cheap cycle cards.Utility cards are cheap and can be used to counter almost any card.When you spend less elixir to counter a troop than it costs for your opponent to deploy it, you can make positive elixir trades.You can have more elixir than your opponent.Ice Spirit, Skeletons, and Bats are included in the cycle cards.Fire Spirits, Spear Goblins, and Minions are some of the utility cards.

Step 10: You can add a building.

The main part of your defense will be these buildings.Others do damage.One of these will be in most decks.The damage done to the tower increases over time.The Cannon is cheap and can be used to defend small pushes.It's like a cannon that targets air.Bomb Tower has a death bomb that pairs well with Tornado.Barbarians, Spear Goblins and Fire Spirits can be found at the Barracks.In siege decks, Mortar and X-Bow are win conditions, but they are also used for defense since they can shoot from a long distance.

Step 11: You should put at least one spell in your deck.

When finishing towers, these are incredibly useful.They have different costs and effects.One or three spell decks are common.Some spells can affect troops.Your troops will be healed by the heal spell.Rage increases movement speed.The troops are in place.Clone makes copies of your troops.

Step 12: Don't have four or more dead cards.

You don't want to play these cards as the first move or cycle in the back.If you end up with four of them in your hand, you won't have a good card to play and will be forced to make a risky move.If your opponent played a lava hound in the opposite lane, you wouldn't have a good counter.A Golem, any heavy spell, and most buildings are dead cards since they leave you open to an attack.Since you don't have to worry about not having a response to your opponent's cards, you can include three elixir cards in your deck.