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While this might result in a deck with strong defensive capabilities, it usually completely lacks a cohesive strategy for actually destroying the enemy tower.
This article explores the fundamental definition of a Win Condition, the different categories available, and why your deck will fail without one.
The Tower Targeters
The most reliable Win Conditions are troops that are programmed specifically to ignore all enemy units and target buildings exclusively.
While these units deal massive damage, they target troops; this means they can easily be distracted and pulled across the map by a single 1-elixir skeleton.
You will draw constantly.For example, a Miner is often paired with a Lava Hound to provide chip damage if the Hound fails to connect.The other seven cards in your deck exist solely to ensure your Win Condition reaches the tower safely.
The Different Archetypes of Winning
Heavy Tanks (Golem, Giant) are the core of Beatdown decks; they are incredibly slow and expensive, requiring massive support to function.
Fast Punishers (Hog Rider, Ram Rider) are the core of Cycle and Bridge Spam decks; they are cheap, incredibly fast, and demand an instant reaction.
Win Condition CategoryTop CardsThe PlaystyleHeavy Beatdown TanksGolem, Lava Hound, Electro GiantBuilds a massive 15-elixir push that is mathematically impossible to stop in a single engagementFast Cycle PunishersHog Rider, Wall Breakers, BanditConstantly chips the tower for small amounts of damage by out-rotating the opponent's defenses
The Core of Your Strategy
Before you ever queue up for a match, look at your deck and ask yourself: "How exactly am I going to destroy the tower?"
A deck with a clear purpose will always defeat a random collection of high-level cards.
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