When experimenting with different types of decks in the Clash Royale Arena, a lot of players like to try to build a deck around a favorite unit or maybe a combo of units. One powerful troop can influence the rest of the deck, determining the other cards that are chosen and the way they are played over the course of the game. The Ice Wizard, for example, lends itself to a very different style of play than the Hog Rider. Spells are usually chosen after the fact, used as tools to play to the strengths or cover the weaknesses of the main troops. A different method, and possibly a more interesting one, is to start with a spell and build the deck from there. This opens the door for advanced or creative players to experience a very different style of play, but it does require some careful thought to pull off. To get you started and open your eyes to these new horizons, we put together this Graveyard deck that will have you winning game after game in new and surprising ways.
As far as spell-based decks go, we do have to admit that it is a bit of a cop out: as a spell that creates troops, it is a lot closer to being a unit card than, say, a Fireball or Freeze spell. Still, what the Graveyard deck has that troop cards do not is the ability to place troops anywhere on the battlefield, instantly, and that means using it will affect your play style very differently than playing just another Skeleton Army card ever would.
Another key difference between the Graveyard deck and a unit card is that you do not get your Skeletons all at once. When they learn that Graveyard can be cast anywhere on the map, the first impulse that jumps to many player’s minds is that they can throw it down behind enemy lines and attack key targets right away. In the right moment and situation, this tactic is devastating, and that option is part of what makes the Graveyard spell so valuable. In practice, though, this is usually an easy move to defend itself. Once the first skeleton or two pops out into the enemy base, they can move their army to the site of the Graveyard and just pick your poor skeletons off one by one as they appear. Sure, every once in awhile your opponent will overcommit to an attack and leave themselves without any defenses or elixirs to speak of. In these circumstances, you have our permission not only to cast Graveyard right in the middle of their base, but also to cackle maniacally while you do so. More often though, using this spell is a balancing act of placing the Graveyard close enough to the action to make a difference but far enough away to spawn Skeletons in peace.
The upside is that you get a lot of Skeletons for your trouble. If you can keep the enemy army off your back while the Graveyard does its work, the resulting horde of Skeletons will be a force to be reckoned with.
In addition to the Graveyard, our deck makes use of Tombstone, Ice Golem, Fireball, Zap, Archers, Hog Rider, and Mega Minion.
Graveyard – Given that the defining trait of the Graveyard spell is its ability to produce troops anywhere on the map, it should come as no surprise that the key to this deck is learning when and where to play this card. In addition to where you physically place the Graveyard on the map, also think about where you are placing it in relation to your own and your foe’s other troops.
Tombstone – Tombstone will be the pillar on which you build your defense when playing this deck. Use it to break your opponent’s push and hopefully gain an elixir advantage in the process.
Ice Golem – Like the Tombstone, the Ice Golem is a solid card for defense and can usually help you repel an attack while spending less elixirs than your opponent. Keep in mind that if you survive a push with enough elixirs to spare, you can turn around and lay down a Graveyard to take advantage of your opponent’s momentary lack of resources.
Fireball – You’re probably used to using this card offensively, especially for taking out enemy towers, but this deck plays defensively and the Fireball is no exception here. In many cases, an Ice Golem and a well-placed Fireball will be the only two cards you need to stop the other player in their tracks, and if you can pull that off you should come out with a tidy elixir advantage to show for it.
Zap – Zap does not do a lot of damage, but it’s cheaper than dirt and that makes it a good alternative when a Fireball would just be a waste of elixirs. Cast it if your opponent tries to swarm you with weaker troops and save the Fireball for when you really need it.
Archers – Solid anti-air units, a squad of Archers will round out your unbreakable defense. They also come in handy when you decide it is time to make a push of your own.
Hog Rider – This deck hinges on your defensive game, but you are not going to win any matches if all you ever do is defend. The Hog Rider is fast and can jump over the river, meaning he rivals the Graveyard itself in his ability to be exactly where you need him to be at any given moment. Your conservative defense throughout the game will hopefully exhaust your opponent’s supply of elixirs and leave holes in his defense, allowing your Hog Rider and the Skeletons from your Graveyard to slip through the cracks and dish out unbelievable amounts of punishment.
Mega Minion – Just like his buddy the Hog Rider, the Mega Minion is one of the big guns you pull out when you’re ready to switch to full offense and win the game. If you can combo the Mega Minion with the Graveyard, the Hog Rider, or God forbid all three, they can wipe out a tower faster than you can blink.
The power of this deck comes from its array of very cheap cards that are still highly effective at what they do. Cost should be a key consideration when building any deck, since there are a number of cards in the Clash Royale Arena that are capable of outperforming higher-priced cards under the right circumstances. For example, a pack of measly Goblins are cheaper than a Prince because overall they are less powerful, but in many cases they can actually overwhelm and defeat the Prince in combat. A smart opponent will take measures to protect his Prince from swarmers, of course, but as you can see there is often a way to make cheaper cards overpower more expensive ones.
The defensive cards in this deck work well enough together that they should be able to withstand a push composed of more costly cards. On top of that, since you will spend most of the game fighting in your base instead of the other player’s, you’ll get a lot of use out of your towers while the enemy towers stand there twiddling…well, whatever towers twiddle instead of thumbs.
The same idea applies to the offensive portion of this deck. The idea here isn’t to build an army that is good at attacking in general; all we need is a couple troops that are specifically built for attacking towers and taking them down quickly. By the time you commit to a push, you should have worn down the other player’s resources and saved up enough elixirs to take out their towers before they have a chance to catch their breath.