Deck of 2019!
This 4.3 Elixir Golem-Witch deck simply steamrolls through your opponents. It has achieved excellent results, bringing me up over 500 trophies in a week. If you're looking for an off-meta deck with a proven success rate, then this is it. Thanks to my buddy Liam for showing me this deck.

1.0 - Overall Deck
1.0 - Overall Deck
1.1 - Card Usages
1.2 - Basic Strategy
1.3 - Types of Opponents
2.1 - Advanced Strategy
2.2 - Card Substitutes
2.3 - Tips & Tricks
3.1 - Gameplay
This is Our Basic Deck: Golem, Skeleton Spawner (Witch), non-moving Skeleton Spawner (Tombstone) , Enraged Canadian (Lumberjack), Flying Skeletons (Minions), Mega Minion, Zap, and Lightning.
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Photo from deckshop.pro
1.1 - Card Usages:

Golem - This will act as your major tank in the deck, "a moving stone wall." Being the highest hit point unit in the entire game makes it a very good option.

Tombstone - This will be your defensive building & a support card for your Golem push. Can be used as an investment card when you're at max elixir.

Witch - Your main support unit in a Golem push. Spawns 3 skeletons every 5 seconds until it dies + it deals decent dps. This makes it a very good support troop because its skeletons kill enemy units & distract inferno's while the Witch kills defensive units.

Mega Minion - The Defensive Card. Counters Balloons, Lava Hounds, Hogs, Miners, Musketeer, Basically Everything!

Zap - An all-around versatile spell. Annihilates swarms + resets Inferno Towers and its flying brother.



Lumberjack - Can be used as a defensive unit to kill support units behind a tank & annihilate bridge spam cards (Hog rider, Battle Ram, Bandit, etc). It also acts as a support unit for a Golem push, or could be paired with minions to make a dual-lane push on the opposite lane (advanced).
Minions - The Midfielder of Clash Royale. Used as defense against single-targeting units. It can also be placed in-between the two bridges, up north, to distract inferno towers.
Lighting Spell - Acts as your main offensive spell, destroying the Inferno's & glass cannons. Also used as a last minute clutch to finish off a low hp tower.
1.2 - Basic Strategy:
Start of The Game: The first thing you need to master in the early stages is to Never Go First! You want to draw out as much time as possible until it reaches Double Elixir. When you're opponent finally makes the first move, you want to react reasonably. If your opponent does nothing after their first move, then you do the same, unless you're in a substantial lead in elixir. If so, place a Tombstone in the middle or Witch in the back. Make sure to separate these units so your opponent doesn't get spell value!
Mid-game: This is where the timer at the top-left of your screen hits the 2:00 mark. Now, you can start being a little more aggressive, but still try to draw out time. During this stage, although rare, you may play a Golem if you're in a substantial elixir lead (I'm talkin +3 and over). If you don't count elixir (neither do I), you should still have a gut feeling whether you're ahead or not, although try to play more conservatively.

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Endgame: The 1:00 mark hits, the 2x Elixir screen pops up, and all chaos brakes loose. In this position, as long as you're not lagging in elixir too much, play a Witch or Golem in the back to start your push. If your opponent rushes the opposite lane, use a mega minion or something else inexpensive to counter their push. Remember, it's okay to take some damage on your tower as long as you spent less elixir on defense than your opponent did on offense (Hog - 4 elixir vs. Mega Minion - 3 elixir). More info is available on the "Tips & Tricks" section. If sudden death hits, and no one has gotten a tower yet, play like you did in the Mid-game. Conservatively, but still looking for opportunities to attack or counterattack.

1.3 - Types of Opponents:
Cycle Decks:
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When going up against a cycle deck, you generally want to minimize damage on your tower. Although taking some damage is okay, if it puts you ahead in elixir.
Here's some general Counters:
Hog/Ram Rider: Lumberjack/Mega Minion/Witch/Tombstone
Goblin barrel: Zap/Log(Alternative)/Fireball(Alternative)/Minions Mortar: Tombstone + Something that takes out the mortar
Xbow: Tombstone + another unit OR a Golem
Royal Giant: Tombstone + Lumberjack/Mega Minion/Witch
Balloon: Minions/Mega Minion/Tombstone/Fireball
Elite Barbarians: Tombstone/Witch/Lumberjack
If you can successfully fend off most of your opponents pushes AND be ahead in elixir once Double Elixir rolls around, your golden.
Beatdown Decks:
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Against Beatdown decks, your basic strategy is to stay ahead in elixir. Damage on your arena towers is okay, maybe even a full tower down, as long as you have decent compensation (elixir lead).
Defense: If your opponent decides to place a tank in the back (Golem, Lavahound, Giant), place your Golem in the same lane, but farther back. Your Golem will distract the enemy's support units while you can take out their tank with your own support units. To see this in action go here. In many cases, it is not necessary to use a Golem for defense, and you can use a tombstone + tank killer + support unit killer instead. You make the call.
Offense: There are two main ways to start a push. 1 - After you've finished defending your opponents push, place a Golem at the bridge for a counterattack. 2 - Place either a Golem or Witch behind the kings tower. If your opponent will immediately rush the opposite lane when you start your push, it's better to use a witch. Adjust your play-style according to your opponent's strategy & deck.
Counter Decks:

Against Hard Counter decks: This is a deck that contains any of the following: Inferno Tower, Inferno Dragon, and Pekka.
How To Counter: Before the endgame, these cards won't be a problem because you will rarely be playing a Golem. When you inevitably do play the Golem though, you want to use lightning/zap paired with minions to reset & distract any inferno's. If they have a Pekka, you will want to use your Witch paired with a Lumberjack to distract & take out the Pekka. OR, you can bait the Pekka with a Golem & an inexpensive support troop, then rush the opposite lane with a Lumberjack and Minions.
Spell Bait:

Against Bait Decks: This archetype deserves its own section. There is no direct counter to Goblin Barrel or other bait cards. There is however, many indirect counters which will drastically reduce the damage inflicted. In many cases, you can ignore a simple push to have an elixir lead or build a counterattack. Against these decks, use, but save the zap for the swarms.
Siege:

Against Siege Decks: You should almost never play a Golem in the back against siege decks. To start off a push, either place a Witch in the back, or a Golem in front of the King Tower. In many situations, you can lightning their siege tower along with any of its support troops. Use the Basic Strategy in 1.2.
2.1 - Advanced Techniques:
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Dual Lane Push
When your opponent is constantly able to defend your Golem pushes, you should utilize the Dual-Lane Push. To apply this technique, start a Golem push w/some minor support troops on one side (Golem + Mega Minion). Then, when your opponent commits substantial elixir defending the push, rush the opposite lane with a Lumberjack + Minions, with Zap at the ready.
2.2 - Card Substitutes:












Note: If you will substitute out Lightning or Zap, make sure that you don't substitute out both. At least keep one inferno-reset card.