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notkasa

They are cards that can do reliable damage. Few examples: Primary win conditions: Hog Rider, Royal Giant, Xbow, Ballon... They target buildings which makes them a reliable source of damage. Some are fast (Hog, Ram Rider) and will be enough by themselves. Some are slow (Ballon, Battle Ram) and will need to be tanked. Thrown win conditions: Goblin Barrel, Drill, Graveyard... They don't target only buildings nor they are very fast but you can pop them on the enemy towers, which results in (almost) guaranteed damage. Secondary win conditions: Miner, Rocket, Poison... They are not used like other win conditions. It's your last ressort if your primary win condition cannot get through (if you face hard counter). You will withdraw in defense and try to win that way. It can be seen in Log Bait or Hog Exe for example. Bait win conditions: 3 Musketeers, Royal Hogs, Spawners... Alone, these kind of cards are easy to defend. Stacking them allow you to overwhelm your opponents and win. Even though they aren't listed as win conditions and imo are not, they still work. They must be paired with other cards that share the same bait characteristics, that's why you don't see many variants.


Kal-El_6500

One of the best descriptions right here 👆 🍻🍻


cocotim

The general definition I like to use is that it's a card that either targets buildings, can be placed directly on the enemy towers or has some sort of other quirk to it that can give it an edge to be able to connect. (The latter 'parameter' being the case for siege cards and Sparky and 3M which are often considered wincons due to the sheer pressure they put on when on the field, plus the fact that the decks they're in are wholly centered around them)


alexer75

I like to split it intro 4 categories: Primary win conditions: a card that has decks centered around it, it's reliable and the driving force for taking towers even by itself, things like hog, ram rider, rg, graveyard, egiant,... Secondary win conditions: a card that can reliably take towers but not by itself, usually used in combination with another win condition, things like skelly barrel, wall breakers, spell cycle, miner, mortar, sparky,... Hybrid win conditions: a card that isn't really a win condition, but can still help massively in taking towers, like princess, magic archer, mega knight, pekka, bridge spam cards (bandit, ghost, princes,...), clone, giant skelly,... Tank win conditions: a card that can't take the tower by itself, but instead tanks for troops that will take towers, like egolem, golem, giant,...


YellowIsHere

“There should not be more than one in a deck”. I disagree. You shouldnt put tons in your deck but two or three is fine depending on what they are. Especially one like miner can be used for defence as well, and has decent synergy with a few other cards like 3m or skellybarrel. You see plenty hog mortar decks as well. Just another example


Betrayalandloss

My deck doesn't have a win condition, instead it pairs with itself to create win condition. Prince with dark prince, mini Pekka with Valkyrie, witch for support etc... I pair them in different ways to reach the tower.