

Don't play high-cost troops at the back against these decks because there is no way you can defend their rush attack with few elixir. It focuses on punishing other players for investing elixir by rushing them with combos that can take a tower in seconds.

The cards in it are usually combinations of Royal Ghost, Bandit, Dark Prince, Ram Rider, Battle Ram, and other cards.

These decks get an elixir advantage from countering huge pushes and chip away at the opponent's tower until it is destroyed. Control decks have a strong defense, which usually includes buildings, such as Cannon, Tesla, and Inferno Tower. Control: Control decks are defensive decks that fight from your side of the map.These decks start by building up a positive elixir advantage and build a huge push to attack the opponent's tower.

They have a tanky win condition, such as a Golem, or Giant with high damage troops for backup. Beatdown: Beatdown decks focus on overpowering your opponent's tower through strength.Some deck archetypes are as follows: X Research source There are many deck archetypes, but the three main ones are Beatdown, Control, and Siege. Each archetype has its own strengths and weaknesses. Your deck archetype should complement your win condition and anticipate what your opponent may use to counter it. The type of deck you create is called your deck archetype. Each player makes a deck of 8 cards prior to each battle.
