When novice players construct a new deck, they often simply fill all eight slots with their highest-level cards or their personal favorite characters.
This article explores the fundamental definition of a Win Condition, the different categories available, and why your deck will fail without one.
Defining the True Win Condition
The most reliable Win Conditions are troops that are programmed specifically to ignore all enemy units and target buildings exclusively.
If your opponent can easily prevent your 'attacker' from ever touching the tower using cheap distractions, it is not a true Win Condition.
In certain Siege or Cycle decks, the Rocket is the primary method of destroying the tower in overtime.Always know the opponent's counter to your Win Condition.Do not play your Win Condition recklessly.
The Different Archetypes of Winning
Win Conditions generally fall into three distinct categories: Heavy Tanks, Fast Punishers, and Direct Damage/Siege.
They rely on out-pacing the opponent's defensive rotation, sneaking in single hits over a long match.
Attacker TypeExamplesExecutionDirect Damage / BaitGoblin Barrel, Miner, GraveyardSpawns directly on the enemy tower, forcing specific spell responses or guaranteeing instant damageSiege ArtilleryX-Bow, MortarShoots the enemy tower from safely behind your own side of the river, forcing the opponent to attack into your defenses
Identifying Your Style
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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