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This deck is a complete offensive built package of hard hitting goodness. The same goes for your own units, rather than blow your Elixir on Baby Dragon or Valkyrie immediately, try to use Tombstone more to summon weak units and only play Baby Dragon or Valkyrie when you need to combat a group of enemies. Don't be too quick to play these cards when you have enough Elixir at one moment, try to use them at times where your opponent uses up their Elixir and can't respond to the X-Bow dealing damage to their towers. The longer your X-Bow stays out in the field, the better for you overall.Īrrows and Rocket are good for either taking out groups of enemies or finishing off a damaged tower.
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Tombstone is great for constanty spawing units to keep enemies occupied and give your X-Bow more time to deal damage to enemy towers. Especially one that may be heading towards your X-Bow. Minion Horde and Goblin Barrel are great cards that for quickly getting a lot of units to attack a powerful enemy. Your main focus is having the X-Bow deal full damage to your opponent's towers, which can be a bit tough if you don't have the right counters and reactions to what your opponent plays. You have cards like Valkyrie and Baby Dragon that are good at taking care of small groups of enemy units. Unlike other X-Bow decks, this version is more heavy on defense and being reactionary. Arrows and Fireball are used much like in any other deck, but you have a lot of freedom to save them for when it really counts. Use this near bridges on the opposite sode of where you are moving towards, that way you have your units taking out enemy cards and you have a solid defense near your blind spot. The Tesla will hide underground until an enemy unit passes over and then attack. The Tesla is a powerful defense card are well, especially when its on the field already and you are focusing on pushing your units forward. You can also use Barbarians as a good defense measure if you have an enemy Giant or other pwerful card moving towards your towers.
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Seapr Goblins and Archers do what they do best from a distance and are good defenders against incoming attacks. Giants and Barbarians will be powerful damage dealing units, while the Witch can do the same while summoning skeletons to the field. This deck focuses on having a powerful tank card push through enemy defenses straight to a Tower.
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