Supercell please nerf miner
Firstly make it so miner can't be placed on your enemy's side lower his DPS by 300% next make is deploy time 7 years and finally make him have negative 999,999HP
Golem players in single Elixir
This text is only here so I meet the word requirements
New Golem ideas
Since there's an ice Golem in the game as well as an ice spirit I feel like there should be a Golem version of every spirit
Fire Golem
This would cost 5 elixir and when it died it would spawn six fire spirits. However it would have really low health so it would have to be supported but since it costs five Elixir You would have to be creative with your deck
Electro Golem
It would cost seven Elixir and do a lot of damage with a pretty decent amount of health and when it died it would have released a massive bolt of lightning killing anything in the range including towers and buildings, so it will probably be a win condition
Heel Golem
It will cost 4 Elixir however the it would do basically no damage probably less than the miner however, it any troops around it would be passively healed. Kind of like the battle healer or heal spirit. However, unlike these cards it wouldn't have to attack anything for the healing effect to work but it wouldn't have a death effect like the other Golems
Nature Golem
A bit of lore those ones a spirit called the nature spirit however, it was completely useless in battle so it slept an old suit of armour but it got trapped in the armour and then became the p.e.k.k.a. however, I think instead of making the nature Golem a different card I think that the regular Golem could get a hero with a three Elixir ability where the Golem pretends it's the ground of the arena so troops won't attack it. However, spells will still damage it and if a troop walks over it it'll take damage
How good is this deck?
My opponent's deck when my deck is heavily countered by goblins
Guards evolution idea
Gards is a really good card You get three skeletons with shields for three elixir. However, an evolution idea for them instead of three skeletons you get six four of them are just regular guards wall. Two of them are ranged with a crossbow that they also have Shields and when all of the skeletons in this evolution die, it'll damage all the enemies around them in a short radius and if any of them die from that damage they'll turn into regular guards.
You could also turn this into a hero with a two Elixir ability Which does the same thing damaging nearby enemies and if they die they turn into guards
I've discovered a new deck
I call it royal ranged Russia hat skeletons or rrr I don't know how this works so much but it's just does royal giant is your win condition then use skeletons as cycle than when they are Evo get a lot of skeletons to defend the r-giant I think rrr/rrrhs will become an iconic deck until a nerf
Why can't I play modes other than trophy road
I'm trying to play other modes but it kicks me out of the game when I try
Nerf which
In clash royale Which is a card but they're kind of annoying. They can summon skeletons which is super annoying to deal with and then they're ranged to. Trying to use air units is hard against them. Also the witch themselves it's really hard to kill and if you kill all the skeletons they'll just summon them right back
My proposal is make it so that they summon three skeletons instead of four and they only summon skeletons when they spawn instead of occasionally also for which themselves make it so they're the main form of damage is melee instead of ranged
I'm pretty sure not many people will relate and this is more of a suggestion than a demand but I just do want to know and if you have any more suggestions I would like to hear