[14] Clash Royale: Double Elixir Draft Challenge

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Hello everyone, and welcome to NiceGamingAdvice; a blog predominantly about mobile gaming, advice for the games, and updates on how I, DamonDaBoss, am doing in these games! This is the best blog out there for gaming advice, on more than just one game, (Maybe I’m a little biased, be you all know it’s true) and here we like to have fun while we try to help you! Anyway, as you could’ve guessed by the title of this post, today will be about the Double Elixir Draft Challenge in Clash Royale. I was able to win 12 battles in it (but I almost always lose two around my 9th battle, so I always am cautious later on), so I want to give you a little advice and facts about this challenge to better prepare you for it (You never know when it might come back)!

For starters, this challenge will be going on from May 12 – May 15, so if you’re reading this during this time and you somehow didn’t know about it, go battle right after finishing this post! But, if you’re reading this post after these dates, don’t worry, it will most definitely be coming back in the future.

Alright, enough about the times, let’s move onto the actual content you came here for! Oh, and on a side note, I’m entering Clash Royale’s biggest tournament ever to see if I can win some big prizes! I doubt I’ll get too far, but The Crown Championship will be an amazing tournament to watch and participate in nonetheless. Here’s a little schedule about it just in case any of you wanted to learn more. This image, and more information on the special tournament, is/are in the above link! Lastly, this is the actual link I used to apply for the championship tournament. crownchampionship.clashroyale.com



Now here are my chest’s images. I received more gold that I ever could imagine from a free challenge (First try is free, second and so on are worth 100 gems. So, be smart with your spending; make sure it’s worth it! I personally wouldn’t do it again even after winning 12 times, because the reward from the chest itself is only half that of a normal grand challenge (on your second attempt after 12 wins, because all the gold would be taken), yet they’re the same price. I was really happy with the turnout of the challenge, not only because I got 12 wins, but because I went from around 4,000 gold to over 130,000 in just one day. Now off to the advice/tips and tricks that I have to offer.

For me these are the rules, the 3 chooses, I followed by:

  1. Choose cards that, even if you aren’t amazing at using them, you wouldn’t want to have used against you. Personally, I always chose cards such as: The Executioner, Barbarian Hut, Royal Giant, Heal Spell, Balloon, Hog Rider, Inferno Dragon, Sparky, and the Goblin Barrel and Goblin Gang, etc. because I knew they caused me trouble in previous battles, and I know they can be very useful in Challenges because the enemy doesn’t always have a good response to cards like these.
  2. Choose cards that you are good at playing with. If you’re in a challenge and you don’t know what all the cards you’ll get are, choose cards that you know you’re good with. For example, I really like the lava hound, and even if the rest of my deck doesn’t fully go well with the lava hound, I find a way around that in order to get the desired result by the end of the battle (a win).
  3. Choose cards that can respond to/counter the cards you gave to your opponent. One of the most annoying things I’ve done in draft challenges is when I accidentally chose a wrong card, without thinking, which can result in me having no response to a certain card I gave my opponent. An example of choosing the wrong card would be like if you gave the enemy a minion horde, because you wanted the other card in your deck, but then you later have a card like arrows, wizard, fire spirits, fireball, zap, or an executioner pop up, but you choose the bowler or lightning instead and you know you messed up. I mean, there’s always that chance that your opponent gave you one of those cards to counter their minion horde, unintentionally, but never rely on what they might give you; rely on what you’re taking from, and giving, them, so you can respond and form counter pushes and positive elixir trade offs.

When I battled in this challenge, I often didn’t form a massive push in the start, but I usually put a support card in the back, and then responded to what they placed using my double elixir advantage (that they had also) to counter their moves using the least amount of troops as possible.

Tell me your strategies you use in challenges, the rules you follow by, and more in the comment section of this post! As always, don’t forget to like, follow, re-blog, and share NiceGamingAdvice for better content, more content, and posts that YOU want to see! Have a nice day, don’t do anything that I wouldn’t do :), (By all means do whatever you want, it’s your life anyway) and I’ll see you in the next post! Clash on!

Additional Images of the challenge, and its first time rewards:

Sites/Sources used for the content (pictures)

Featured Image – My camera roll (Screenshots for all of the images by me)

Images 1, 5, and 6 – Clash Royale

Image 2 – Clash Royale

Image 3 – My camera roll

Image 4 – My camera roll


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Yugioh | Dark Magician Deck

Although Dark Magician isn’t really in the meta nowadays, it can be fun using it with all of its immense amount of support cards. I’ll be showing you a 40 main deck and 15 side deck that my friend and I have been having lots of fun with. This Dark Magician deck focuses on special summoning Dark Magician from the graveyard using Eternal Soul and using Rank 7 Xyzs along with DMOC.

Left to Right, Top to Bottom

Since the deck revolves around Dark Magician, it mostly consists of Spellcaster/Dark monsters, along with spell and trap cards that compliment them.


Dark Magician – the deck revolves around him, can be used for rank 7 XYZs, use 3

Dark Magician of Chaos – the boss monster of the deck, can banish monsters when destroyed, retrieves a spell card from the graveyard when summoned, can be a brick at times so only use 1 or 2 if you’re bold

Magician of Dark Illusion – it can be named as “Dark Magician” when on the field, special summoned when you use a spell/trap card on the opponent’s turn, and special summon a Dark Magician from the graveyard when you use a spell/trap card on your turn, use 2-3

Apprentice Illusion Magician – special summon by discarding a card from your hand, which can add a Dark Magician to your hand from the deck, can be sent from the hand to the graveyard to allow another Dark Spellcaster-Type monster to gain 2k ATK and DEF, use 1-2

Dark Magician Girl – gains 300 ATK for every Dark Magician in the graveyard, if supported enough it can be even higher than just a 3k beater, use 1-2

Chocolate Magician Girl can discard a Spellcaster-Type monster to draw a card and when attacked, it can special summon a Spellcaster-Type monster from the graveyard and change the attack target to it, halving the attacking monster’s ATK use 2-3

Armageddon Knight – used to send a Dark monster to the graveyard (and the deck is packed with them) use 1-2

Legion the Fiend Jester – tribute summon 1 Spellcaster-Type monster in addition to your normal summon, when sent from the field to the graveyard, you can add a Dark Magician from the deck or graveyard to your hand, use 1

Summoner Monk – discard 1 spell card, special summon 1 lvl 4 monster from the deck for some rank 4 plays

Magician’s Rod – when normal summoned, can add a spell/trap card that lists “Dark Magician” in the text, can tribute 1 Spellcaster-Type to add to your hand when you activate a spell’trap card during the opponent’s turn


Allure of Darkness –  banish Dark monster, draw 2 cards, use 1-2

Dark Magic Attack – when controlling a “Dark Magician” you destroy all their backrow, use 2-3

Raigeki –  nuke their monsters, you can only use 1

Dark Magic Veil/Dark Magic Curtain – pay LP (Veil pays 1k, Curtain pays half your current LP) and special summon a Dark Magician from the hand or graveyard

Dark Magic Expanded – use 2, based on the Dark Magicians and Dark Magician Girls on the field or graveyards:

1+ : 1 Dark Spellcaster monster gains 1k ATK for 1 turn,

2+ : opponent cant respond to or destroy your spell/trap effects,

3+ : Dark Spellcaster monsters you control can’t be affected by opponent card effects for 1 turn

Dedication Through Light and Darkness –  used to summon DMOC (Dark Magician of Chaos), use 1

Dark Magical Circle – can search for Dark Magician and his support cards, when a Dark Magician is summoned you can banish a card the opponent controls

Wonder Wand –  gives 500 ATK to Spellcaster monsters, can draw 2 cards when sent to the graveyard with the equiped monster (not  a bad idea with Dark Magician) use 2


Magician Navigation – can special summon 1 Dark Magician from the hand, allowing you to special summon a lvl 7 or lower Dark Spellcaster from the deck, when in the graveyard, you can banish it to negate a face-up spell/trap card the opponent has for 1 turn, use 2-3

Dark Renewal – when opponent summons, target the monster(s) and 1 Spellcaster monster you have, destroy both and you can special summon Dark Magician from the deck or graveyard (so you use Dark Magician and just revive him) use 1-2

Eternal Soul – all “Dark Magician” monsters you control are unaffected by your opponent’s card effects, can special summon 1 “Dark Magician” from the hand or graveyard, adds 1 Dark Magic Attack from deck to your hand, use 2-3

Solemn Strike/Warning –  destroys monster(s)/spell/trap cards when activating their effects or special/normal summoned, use 2 strikes, 1 warning

Extra Deck

Number C6: Chronomaly Chaos Atlandis – 3300 ATK and DEF, uses 3 lvl 7 monsters

CXyz Simon the Great Moral Leader – 3k beater, can change an opponent monster’s battle position (negating its effects), uses 3 lvl 7 monsters

Red-Eyes Flare Metal Dragon – can’t be destroyed by card effects while possesing Xyz material, inflicts 500 damage to the opponent when they activate a card or effect, uses 2 lvl 7 monsters

Number 74: Master of Blades – during either player’s turn, when a card or effect activates and targets this card, detach 1 Xyz material; negate and destroy it, then destroy another card on the field, uses 2 lvl 7 monsters

Mecha Phantom Beast Dracossack – detach Xyz material, summon tokens, tokens are used to destroy 1 card on the field, uses 2 lvl 7 monsters

Gaia Dragon, the Thunder Charger – inflicts piercing damage to a defense position monster, uses 2 lvl 7 monsters

Number 11: Big Eye –  detach 1 Xyz material to steal an opponent’s monster, uses 2 lvl 7 monsters

Ebon Illusion Magician – detach 1 Xyz material to special summon Dark Magician, when Dark Magician attacks, this card can banish 1 card the opponent controls, uses 2 lvl 7 monsters

Ebon High Magician – detach 1 Xyz material to activate a quick-play spell/trap card during the opponent’s turn, when destroyed by battle and sent the the graveyard, you can special summon 1 Dark Spellcaster from the hand or deck, then you can destroy 1 card on the field, uses 2 lvl 7 monsters

Number S39: Utopia the Lightning – detach 2 Xyz material to double its attack to 5000 during damage calculation; when it battles, the opponent can’t activate cards or effects until the end of the damage step, is overlayed over a rank 4 “Utopia” monster

Number S39: Utopia Prime – can be used for very situational comebacks, mainly used to be overlay over Utopia the Lightning, overlays over “Number 39: Utopia”

Dark Rebellion Xyz Dragon – detach 2 Xyz material to half 1 face-up monster your opponent controls; this card gains that lost ATK

Number 39: Utopia – detach 1 Xyz material, negate any player’s monster’s attack, uses 2 lvl 4 monsters

Gagaga Cowboy – mainly used for its defense position effect, detach 1 Xyz material to inflict 800 burn damage to your opponent, uses 2 lvl 4 monsters

Princess Cologne – detach 1 Xyz material to special summon 1 normal monster (Dark Magician) from the deck or graveyard in face-up defense position, uses 2 lvl 4 monsters

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