Before you delve into our section on deck building, here are some hints and tips for deck building in general.
1. There is no one single deck that can beat every other deck out there. Some people play with highly specialised decks and there is no one single deck that can beat all of them.
2. Bearing point 1. in mind, we can come up with a deck that will do very well against most opponents. What you need to figure out is what are the cards you are currently facing the most and come up with a deck that will destroy that one and do very well against most others.
3. Trial and error, you need to be happy to lose some trophies in order to try out what works best for you and your style of play. Are you an aggressive attacker, or someone that solely relies on defense and a sharp attack at the end of the match.
4. Basic cards are great! In just about every deck I build I stick the Knight - why? He's super-strong, does a great deal of damage to towers with just a few hits and is super-cheap at only 3 elixir. Personally I hate coming up against a levelled up Knight as it takes quite a lot to stop him. Apart from the Knight, The Giant, Hog Rider and Fireball are great staple cards in many top level decks.
5. How will you defend and how will you attack. When building your deck think about your plan. How will you defend against both land and air attacks, and both against the massive tanks, such as the P.E.K.K.A. and swarming units, such as the Skeleton Army.
Sample Deck.
Here is a pretty basic sample deck that generally works quite well and has no legendaries in.
Giant - Our tank, he is going to the one we are going to rely on to destroy the opponents towers and to create a large push
Knight - My favourite card. He is a fantastic defender and attacker, he will kite minion hordes, stop giants, kite a Pekka, and do a fair amount of damage to Sparky if you can zap him first. This guy has untold uses!
Fireball - My favourite long range weapon card, it's just 4 elixir, comes out of the tower relatively fast (compared to a missile), and has a good sized splash damage area.
Musketeer - Super-strong, and handly to slot in behind a giant to clear the way as he pushes forward. The Giant will soak up single shots of damage as long as he is in front of the musketeer.
Zap - Will stun any unit that you place this weapon or, and kill any lower powered units. For example imagine playing a Giant, then your opponent plays the Skeleton Army, you can use the zap to kill the while army, as long as you wait a second until the swarm is all around the giant and your zap is levelled up sufficiently.
Baby Dragon - Great aerial unit which can also creep past annoying Bomb Towers if you fly him on the far sides of the arena and the tower is smack bang in the center.
Barbarians - Fairly decent card which is good in the early arenas and still used by some in higher arenas, the are relatively fast so can be good to use to counter-attack.
Furnace - This bad boy is not unlocked until Arena 5, so if you don't have this card, try maybe the Spear Hut. The idea of the furnace is to create a stream of annoying Fireballs against your rival. These are especially effective when your opponents tower has already locked onto another of your cards, such as the Giant.