To start the game, good cards are:
- Knight or Electric Magician at the end of the base
- Skeletons for scrolling the deck
- Cemetery with the support of the Arrow / Frost.
By the middle of the game, it’s worth to understand what exactly the opponent plays and understand his tactics, so that you can foresee the next step for safely placing the Cemetery on his left or right tower.Copy the deck into the game
Cards for defense
Cards for attacking
Spells in the deck
Cards for defense and attack in the air
The most powerful card combinations in this deck
Fourth combination – the longest and most dangerous one
Possible card replacements "Deck with Electro Wizard, Executioner and Graveyard for 10 arenas":
Below you can see cards that are best to use with each card from this deck, even if the card is not in this shoe. You can also call this a short manual on card replacement.
All data is based on:
- value correlation of each card
- speed (for troops)
- damage of a spell or a unit
- type of card (building, spell, troops)
Other combinations are playable but not that efficient like the ones mentioned here. We recommend to compare the one mentioned below with the ones that you have in your shoe.