Reviewing the 6 new cards for Clash Royale

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Well, that was quick!  The 6 new cards and 2 new chests we previewed yesterday went live after today’s update!  After getting my hands on some of them and seeing them in action, here’s a quick review of the 6 cards (stats courtesy of Clash Royale Wikia):

Princess – Rating: 10

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The card everyone is talking about.  Princess has a ridiculous 9.5 range that also deals splash damage, all for only 3 cost.  Princess can wreak havoc on defense behind a crown tower, and on offense behind tanks such as Giants and Golems.  You’ll need level 9 Arrows to take out a level 1 Princess, otherwise the next spell that can trade with her is a Fireball, which costs 1 more elixir.  The only effective way to take her out with troops is to wait for her to reach the mid point of the arena, but chances are you’ll be dealing with other attacking troops as well.  Don’t expect a nerf anytime soon; this is the card players are willing to pay big money for, and there’s no way Supercell will make it weaker.

Ice Wizard – Rating: 8

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Doesn’t do much damage but great at slowing things down, a great card for defend and counter decks.   You can also put him in the back row of an attack and let him slow down your enemy’s defense.  He’s less squishy than Princess, but he also doesn’t have the same ridiculous range.  The slowdown is also only useful when fighting groups; don’t expect Ice Wizard to be any good at stopping an incoming Prince, Hog Rider or Golem other than to buy you a second or two.  Some top players will opt to play both Princess and Ice Wizard, but as both cards cost the same and serve the purpose of being a back row support, you’ll probably be seeing Princess played a lot more than Ice Wizard.

Poison – Rating 9

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As a Fireball user, I was skeptical about this card when I first heard about it.  On the surface, a level 2 Poison does less damage than a level 6 Fireball, and the damage takes time to accumulate.  However, what I didn’t consider is that the 3.5 radius allows the spell to hit more troops and buildings (in many cases, the difference between hitting one more Elixir Collector or Barbarian Hut) AND it slows down both buildings and troop!  Whereas Fireball often fails me in wiping out a horde of Barbarians/Goblins/Musketeers/Minions/etc., Poison at least slows them down just enough so that I can follow up with more defenders/spells.  I am now experimenting playing with both Poison and Zap, will see how this combo works!

Three Musketeers – Rating 1

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Look, the name sounds cool and playing cards normally worth 12 elixir total for 10 sounds like a good deal, but playing this card can single-handedly lose you the game.  No card in this game should be able to be countered by anything costing 4 less than its elixir cost (Skeleton Giant being countered by Spear Goblins is the best example, and even that doesn’t work every time), but Three Musketeers can easily be countered by a 4 Cost Fireball!  And if you want to follow up your attack with ranged damage, chances are you’re not going to be able to wait for all 10 of your Elixirs to charge back up.  Frankly speaking, this card was a stupid idea.  The only thing that can be done to fix this card in my opinion is to make 3 different types of Musketeers spawn: a melee, a tank, and a ranged.  At least this way the melee and tank can survive a fireball blast.

Dark Prince – Rating 7

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A strange card that will take both defenders and players playing it to figure out.  It’s shield mechanic (taking up to 200 initial damage and nullifying the rest) is interesting and is a good defense against an incoming Prince, and charge area damage is great for taking out skeletons and goblins.  He’s not so good against builds as he’s squishy for a melee and doesn’t do much direct damage, but is a good complement to Prince, and may find its way into decks as an alternative to Hog Rider.

Royal Giant – Rating 6

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Pretty good range at 6, great for knocking down Bomb Towers and Cannons without taking any damage.  Also great at eating up hits from X-Bows while taking it out from a relative safe distance.   Still, for a 6 cost card, it’s body isn’t as strong as Giant, and can be taking out quite quickly by melee troops once out in the open.  I am sure that players will find interesting ways to play Royal Giant and combo it up with certain troops, but as of now it’s hard for me to envision this card to be a staple in top decks.

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