Meta Decks

Dragon Nest(DNest)

Monkey Combo

Blood Golem

This section's purpose is twofold. On one hand it should give you an idea of what kind of popular decks you might be facing when ranking up. In general you will see more and more of these the further you travel from bronze towards Platinum and higher. On the other hand it should give you something to aspire, maybe you enjoy the idea of one of these decks and you want to craft the necessary cards to finddeck, maybe your very own, as most of these decks allow for some sort of alterations.I will show an example deck(Lots of variations may exist), name the notorious player associated with the type of deck(Either historically, or current user), the master of choice and what the deck tries to do as well as some tips on how to deal with it. Finally I rate the difficulty of playing the deck(Personal, potentially biased, opinion) Here we go:KanuSettsu, MilloweenThis deck utilizes the Legendary card Dragon Nest, which is a building that spawns a Dragon Whelp whenever a spell is cast. This synergizes well with Settsu, who receives a spell as first Perk and recharges his basic attack at second perk - and Milloween which receives a spell as first perk, a spell-synergistic Arcane Golem as second perk and a Spell discount on third perk(with top bridge controlled). This deck generally runs up to 8 spells, even the minions are actually spells(Raging Reinforcements). The combo generates a lot of Tempo, which might overwhelm many decks, especially since Melee units are going to be useless, and the Anti-Air units often die to the spells.Utilizing chain lightning to kill Dragon Whelps as well as the Dragon Nest can be very usefull. Try to not run into Fireball/Chain lightning/Last Stand, you can expect your opponent to have spells, make sure you don't set yourself up for them. Try to efficiently utilize your master to take out Dragons without losing too much HP.Medium-High(Depending on the spells and matchups)(Note: Has been nerfed but is still effective)(I made the name up, I am not sure what this type of deck goes by)PalaceOfDreamsRavagerThis deck tries to win in a single(or sometimes a couple) huge push. Ravager spawns a very tanky minion at the first Perk, so the deck tries to have 10 Mana at that point and Spawn a combination of Monkeys, Rammers, Cleavers in addition. Then these units will be enraged for double damage and opposing units will be stunned for 6 seconds while the master is being beaten to a pulp. Black Hole is sometimes played and can be used to dodge a Beam of Doom or temporarily remove certain units. Healing Fireball might come in to heal the minions ocne they are at half HP.Don't bunch up your minions, especially next to your master. You know a Stun Grenade is coming so try to start a fight at the bridge already so you can continue it at your master. The opponent will spend a lot of resources with the spells, once you survive the first push it is your time to shine, the Perk1 Minion is a one-time thing(until Perk3, usually the game ends way before that) so take advantage of that and answer with a push of your own. If you don't have the right cards in your deck, this matchup can sometimes be unwinable.Low-Medium(Note: Monkey has been nerfed and usually is a 1-of nowadays, still a very strong deck, often #1 on the eladerboard)(I made the name up, I am not sure what this type of deck goes by)Ratbo(Most common), Volco, King Puff, ApepVery simple, the deck plays Blood Imps to receive damage to the master, which synergizes with the Red Golem which has HP equal to the one the Master is missing. Since Blood Imps spawn 5 units for 0 mana, it is very easy to activate the second Perk on Ratbo and grab bridges. Healing Puff is often utilized to not die to Beam of Doom to the Master or Rammers. Volco's first ability is strong with the cheap spam of cards, King Puff gains immunity and it's eays to keep a Bridge with a beefy Red Golem. Apep can utilize Blood Imps at low HP with Shield Totem backup.One way is to try to deal very low damage to blood imps and control the bridges, gain a big XP lead before the golem becomes strong, so you have a Mana/Perk advantage to better deal with it. Another way to counter is to rush the opposite side once a Red Golem has been placed, the Opponent is essentially at 0 or 1 Mana and therefore weak to a counter push, especially with already low HP. Don't forget you can kite the slow Red Golem and regrab the bridges once he is closer to your master.Low(Currently the go to deck for players, easy to play, very strong - expect a nerf soon)(Note: Red Golem has been nerfed in 0.x.xx and always has 800 hp or 1600 hp when the master is below 1500 HP, the nerf has not had a huge effect and the deck is still popular)