Blog entry by Elmo McLendon

by Elmo McLendon - Wednesday, 22 July 2026, 1:28 PM
Anyone in the world

While the standard ranked ladder requires you to master only a single, perfectly optimized deck of eight cards, Clan Wars are an entirely different beast.

Because you cannot use your favorite spell or primary win condition in every single battle, versatility and card replacement become the most critical skills.

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The Holy Grail: Small Spells and Swarm Clear

The most immediate and brutal bottleneck you will face when building four unique decks is the severe lack of reliable small spells.

If you put your max-level Log in your first war deck, but your Zap is only level 9 for your second deck, you will lose the second war match because your Zap won't kill equal-level goblins.

  • Ensure every deck has one heavy nuke for overtime.
  • It is often ignored on the ladder, but in Clan Wars, it is a mandatory replacement for The Log.
  • If you run out of small spells, use cheap splash-damage troops.

Replacing the Irreplaceable

You must find and level up adequate substitutions for her specific role: the Dart Goblin, the Flying Machine, the Electro Wizard, or the Hunter.

Cards that provide multiple functions—like the Electro Wizard, who provides anti-air DPS AND a spawn stun effect—are incredibly valuable in Clan Wars.

The Standard ChoiceSolid AlternativeSub B
The Musketeer (Ranged Anti-Air DPS)The Dart Goblin (Faster, more fragile, chip damage)The Flying Machine (Immune to ground melee, longer range)
The Valkyrie (Ground Splash Tank)The Dark Prince (Has a shield, faster movement)The Bowler (Ranged linear splash, knocks back units)

Depth Over Peak

This forces you to learn interactions and playstyles you would normally avoid entirely on the casual ladder.

Clan Wars are the ultimate test of your universal game knowledge.

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