Lightning (6 Elixir Cost)
- This card is THE anti building card, great against Hut decks, Xbow decks, and Defense/Rocket decks. Also good against slow pushes that rely on getting a somewhat squishy damage dealer such as a Wizard or Musketeer behind a big tank, as it can kill the troops and damage the tower at the same time. The downside is that the card is very expensive at 6 elixir and players usually wait for maximum value before they use it. If you’re running a slow push, try putting out your tank troop before your damage troops to discourage them from using it when your troop goes around your tower.
Goblin Barrel (4 Elixir Cost)
- Another card that often stumps newer players, an unchecked Goblin Barrel can do a ton of damage to your tower. Players will most often throw it right on top of your tower, and a preemptive Arrows on top of your tower right after the Barrel has crossed the river should take care of the Goblins before they can get a stab in. Zap also works well against Goblin Barrel but the timing is different as Zap casts quicker. You also have to be more accurate using Zap as the radius of the spell is smaller. Fireball works in a pinch for a zero net elixir advantage and timing is similar to Arrows. If you don’t have one of those 3 spells at your disposal, drop some cheap troops on top of your tower to draw the Goblins’ attention away from the tower.
Poison: Damage increased by 5%
- Poison has fairly low use rates. A bit of damage over time will make it a more interesting choice next to Fireball and the other damage spells.
Mirror: Legendary Cards mirrored 1 level lower
- The Mirror is creating Legendary Cards at a disproportionately high level (slightly). After this change a level 5 Mirror will make a level 2 Legendary Card, and so on.