

Their high HP is reason enough to celebrate or fear them, depending on whose hand they’re in, but one of their greatest strengths in this game mode is their ability to transform into many units at once. Pay attention to units that sprout other unitsĬards like the Golem, Lava Hound, or to a lesser extent the Battle Ram can be key to winning each match. It never hurts to keep a tower in your hand to provide a last minute save as one of these units nears our line, gaining valuable time to pull out a victory. Although we can surround these units with hundreds of little creatures, that’s not always going to be the most effective way to stop them. Without towers or a castle, the use of building cards to survive units that don’t target other units is critical. If you are able to draft it, do so without hesitation. Of course it can be stopped by buildings or other units, but it’s nearly unstoppable in counterattacks. It’s not yet clear whether or not this was a wise decision, but it’s probably the most powerful card in the new game mode. It seems that Supercell has changed their minds, and Hog Riders have made their way into the final version.

When talking about the new Touchdown game mode, it’s worth mentioning that Hog Riders were not going to be included. This advice is nothing new, but you have to keep it in mind when moving into Touchdown mode. It might seem cliche, but it’s essential that you don’t fill your deck with high cost cards, and that you don’t forget to include a few buildings and towers. As a result it’s fundamental to choose the ideal cards for this game mode, something completely different from previous game modes. Let’s start with the most obvious: when it comes to selecting our cards, it can be challenging to draft your composition at the start of each match.
