
It is advisable also because we want our Skeleton Dragons to be alive. Most probably we will have to place the Fisherman in the middle to take out a ground troop. We can use our Tornado for the skeleton army, or Skeleton dragons for a dragon. After the Night Witch, we will see the enemy’s defence and react accordingly. That would be the recipe to lose the match. We will never bridge spam Elite barbarians or Golem. If the time is slow, we will start with the Night Witch at the back of the King tower.

We don’t want to get clapped in the first minute by placing our Golem. Opening: We have a heavy deck in hand and we will wait for our opponent to make the first move. Let’s bring those towers down with our Golem! The free-to-play score is mediocre for the Golem Ebarbs deck but it can give us some good wins. It has a good offence and a good defence. The Golem EBarbs deck with an average elixir cost of 4.5 is a new beatdown deck to try in ladder. Tornado: Tornado is our level-independent defensive spell in this deck.Bomber: The 2-elixir tiny friend is the best support Golem can have.Fisherman: Fisherman is a saver for Golem and to pull the enemy defence out of the way.Night Witch: Night witch is the major support card in this deck.Skeleton Dragons: Our anti-air troop for defence and subsequently the support in the counter-push.Lightning: Pump response and the heavy damage spell.Our punishment for the opponent can be spammed at the bridge. Elite Barbarians: They are the tank killers for this Golem Ebarbs deck.We will look for ways to connect the Golem with the enemy tower. The clone spell in a lava hound or golem deck in order to multiply the golemites or lava pups.The elixir golem with the electro-dragon and magic archer.The sparky behind a giant or a goblin giant.The tesla in an x-bow 2.9 deck or with ice wizard / rocket.These new cards will allow you to complete some effective ladder decks: Siege He inflicts chain damage to the 3 closest targets and is often found with the elixir golem and the giant. The electro-dragon has the same properties as the electro-wizard except that he is an aerial troop. When deployed, he inflicts the same zone damage as the zap. He can attack with both hands, concentrating 100% of his damage on one target or 50% of his damage on two targets. In counter-attack, place a tank in front of him to put your opponent in trouble. His reset mechanism is identical to that of the zappies and allows him to stop a ballon, a battle ram or an inferno dragon. The Electro-wizard is a very versatile card used mainly in defense. The clones will have the same attack points as the original but only 1 hit point which makes them very weak! In addition, the clone spell keeps the special bonuses of some troops: the giant skeleton’s bomb will also be in play when the clone dies. The clone spell allows you to copy all troops within a radius of 3 squares.


They will also be able to neutralize an inferno dragon or an inferno tower. They can stop the charge of a unit like the prince or the battle ram with the same reset mechanism as the electro-wizard. The zappies are actually 3 small sparky that need a charging time before they can attack. It cannot suffer any spell damage except for the earthquake which can hit it even if it is underground! We find it essentially in the x-bow decks in order to ensure the defense. In order to be activated, a troop must be within its range or it remains underground. The tesla is a defensive building that can target both ground and air units. You can use him in defense to clear a big enemy push and then counter-attack by placing a giant in front of him to protect him. It takes 4 seconds to recharge after each shot. His blast allows him to pulverize enemy troops quickly. The sparky is a support card that combines very well with the giant. It is the only card in the game that has 3 forms of divisions to give a total of 6 units (the golem, the two golemites and the four elixir balls). On the other hand, he must be deployed with great care and planning because he gives 4 elixirs to your opponent when it is completely destroyed. The elixir golem is a very powerful tank that costs only 3 elixir. Your deck is built around this card in order to maximize your chances of winning. As a reminder, a win condition is a card that will allow you to take an enemy tower.

Among the 7 new cards available in Arena 11, there are two win conditions: the elixir golem and the sparky.
