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This massive structural shift means you must rely on 32 different cards, completely abandoning the 'One-Trick' philosophy of the standard ladder.
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Understanding which cards provide the most universal value and how to substitute them efficiently is the key to securing victory for your clan.
+The Holy Grail: Small Spells and Swarm Clear
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Every deck needs a way to deal with cheap swarms like the Skeleton Army or Goblin Barrel, but you only have one Log, one Zap, and one Snowball.
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If you put your max-level Log in your first war deck, but your Zap is only level 9 for your second deck, you will lose the second war match because your Zap won't kill equal-level goblins.
+Do not put Fireball and Poison in the same deck.Level up the Barbarian Barrel.If you run out of small spells, use cheap splash-damage troops.
+The Jack of All Trades
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The Musketeer is arguably the best, most versatile anti-air unit in the game, but she can only be used in one of your four war battles.
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When deciding what to upgrade with your limited gold, always prioritize these highly versatile support troops over niche, one-trick legendary cards.
+Primary Meta CardSub AWar Deck Replacement 2The Musketeer (Ranged Anti-Air DPS)The Dart Goblin (Faster, more fragile, chip damage)The Flying Machine (Immune to ground melee, longer range)The Valkyrie (Ground Splash Tank)The Dark Prince (Has a shield, faster movement)The Bowler (Ranged linear splash, knocks back units)
+Depth Over Peak
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This forces you to learn interactions and playstyles you would normally avoid entirely on the casual ladder.
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Broaden your horizons, master the substitutions, and bring glory to your banner.
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