Slow down, baby…
Musketeer is the one you have to have in your deck if you play Giant as your main actor. She’s the best supporting character after the Wizard, but at the period of the time, she’s just more famous than him. She’s a powerful ranger and synergies well with any tank in the game. Always deploy her at the back of your Giant and she’ll have your back in return. She can help kill high damage dealer sent to kill your Giant. As long as you have her safe and sound she’ll deliver the game for you.
Next card is archers. Despite its cheap elixir amount, archers will be very useful support since it deals with average-damage and distance. You wanna pick the cheap but reliable cards to support your Giant and the Archers are a wise choice, that’s the reason why this card is included. Although archers have low HP, if we place them with Giant in front of them, protecting them it will be just effective. In one side archers hit the blocking troops. Meanwhile, the Giant tanks the archers so they can work together until they reach the enemy’s tower. It won’t be as easy as just saying and imagining the strategy. You should try yourself and see how great the boring combo hahha…
At the beginning of this game, you’ll find the first useful spell card in the game which is the Arrows. Not that Arrows guys. The Arrows is not meant to deal with high-end troops especially tanks. It means to deal with troops numbers such as the Skeleton Army, Goblins, Minions. It can instantly execute all of the swarming armies. The enemy sometimes does some blocking on our giant with their numbered troops, don’t be panic because your Arrows will kill all of low HP forces. Number troops always have low HP, except barbarians and if your arrows hit the target, they will be diminished instantly. Having arrows can be so useful for you because you won’t bother with Skeletons Army or Goblins. Just mind your deploying placement, though.