What’s up to people of the world. Back here with me, verd. Coming to you to share some deck guide.Today it is going to be the sparknado deck. Yes, this is an aim for those of you who are sparky users. Well, without any further ado, let’s check the deck!

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Deck

 

Spark-Nado-Deck

Average Elixir Cost: 3.3

Play This Deck

What do you think about this deck? The deck up above is still optional, though. You can replace some of the cards with others as long as their job description is always similar. For now, let’s pay attention.

 

Cards

 

ice-spirit-card-clash-royale-kingdomBats-Card-Clash-Royale-Kingdomknight-card-clash-royale-kingdomMega-Minion-Clash-Royale-Kingdom

Ice spirit

Advanced players consider ice spirit as the best cycling card in the game. Besides, the ability to freeze a bunch of troops is just meta since the cost only requires one elixir. Furthermore, when the sudden death moment comes, you might want to keep deploying this walking ice to make the other card stay available on the bench.

 

Bats

Bats is the card you might want to rely on. For all reason, here stand one, these five little flying bats are just the ones we need to go against any massive attack. As long as they are protected, nothing can touch your tower, I assure you. Furthermore, they are so useful to include in your counter-attacking.

 

Knight

Knight is just a protector. He is a damaged receiver. This yellow mustache guy is your guardian. He can take all the damage from any massive attack. With the help of bats, goblins, musketeer, you need not worry about your tower being hit. All is well with this guy on your deck.

 

Mega Minion

Mega minion has currently met the meta place. This flying iron thing is just so useful in dealing with any troops. In 1 vs. 1 situation, the Mega mini can win the fight with Baby Dragon, Minions, and Archers. Most noteworthy, the cost is cheaper by one if we compare with the Baby Dragon and just the same with the rest two cards.

 

Primary cards

 

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Fireball

Fireball is just an end-game card. However, you can use this spell to go against any strong swarm army such as the three musketeers, barbarians, elite barbarians, etc. The fireball is just so useful to go against any massive attack. You might want to rely on this spell to blow them all.

 

Musketeer

Musketeer is the only ground ranger in your deck. She can go one vs. 1 with the baby dragon, wizard, any wizards, witch. You can always maximize her ability to give you the whole benefit. She is just amazing in both defending and attacking.

 

Tornado

Tornado is just another defensive mechanism. You need this spell in dealing with any massive incoming attack. The whirlwind is only useful to make any attack go away from your tower. Most noteworthy, you make Hog or Miner end up waking up your crown tower, yup, you know how it works.

 

Sparky

Sparky is the primary card in this guide. Her laser beam can overkill anything touched. Deploy her and protect her. Never let any troops touch her. Consider it as your girlfriend, if you have one? I know you don’t! Anyway, protect her.

 

Gameplay

First minute of the game

At the beginning of the game, you can start with placing your musketeer at the back of your crown tower and see what kind response your enemy will give you. Therefore, you can get the picture that, at the first minute of the battle you have to rely on your patience and play defensively before you go with your sparky.

 

From 2 minutes

At this moment, you might want to start harassing the enemy’s base with your Sparky. Deploy your sparky just right in time and place to get the most benefit. Most relevantly, you have to deploy the support troops or spell. You can wait for the moment your knight, musketeer, bats, etc., are up for you to cover the sparky.

 

Last minute sudden death

At the last moment, until the sudden death comes, you have to succeed first in defending your tower. If you are confident with your defensive mechanism. You can deploy the sparky whenever you get the chance. It is up to you to make her the central attacking or defending card because it depends on your situation. If you have the advantage, you can give her a shot at the attacking just give her some supports but if you do not, never! Let her go alone in attacking just use her as a defensive mechanism and go for counter-attack!

 

Again, it depends on your playstyle. In the meantime, do not forget to share it with your fellow clan mates! Verd, peace out!

 

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