This deck Rush Royale, consisting of the Bard, of the Mountain avenstheHarlequin, of Magic Cauldron and Trapper, with the Captain as a hero, made me go from the’From Arena 12 to League 10 in less than a month. It’s currently one of the best options for aiming for 7,000 trophies.
I'll go over each card and its synergies in detail right below:
Explanatory video in French by Alucare, ideal complement to the page. View video (you can use YouTube's automatic translation)
Presentation of the deck to go up to 7000 Trophies
I reached the Ligue 1 With this lineup, I defeated opponents who were twice as strong as me critical damage. This deck is built around four legendary cards and one rare card.

- L'Harlequin
- the Magic Cauldron (the rare card)
- The Mountain avens
- the Bard
- the Trapper
Each unit has a specific role. The Bard covers the damage, the Magic Cauldron generates mana, the Mountain avens boosts your damage per second, the’Harlequin Copy your best units and the Trapper slows down enemies. It's this synergy that makes the build so strong when climbing the trophy ladder. To see where each card ranks overall, check out the Tier List of the Best Characters.
The Bard
The first key to this deck is the Bard. This is the unit that produces the most damage on the set.

Unlike other damage units, you can't upgrade it with mana. The Bard sings without stopping, and attacks while singing. He then gains some’inspiration, which causes its damage to increase over time.
The Dryad and the Harlequin
The Mountain avens and theHarlequin are the second key component of this deck. These two units are media, just like the rest of the team. Only the Bard serves as a pure damage dealer.


L'Harlequin is a legendary card that copy another unit already on the set. Here's how I use it:
- Never copy the Bard with the Harlequin. The copy will do less damage, so there's no point.
- Use the Harlequin to Copy as many Magic Cauldrons as possible at the start of the game, then the Dryad and the Trapper if necessary.
The Mountain avens is then used to Improve your Trappers and Bards.

Keep this in mind: when you level up a Bard, It loses attack speed for several seconds. So try not to copy it at the worst possible moment—when you really need its damage.
The Magic Cauldron
This rare card is the one generate your mana. It's the driving force behind your early-game build, and it's important to have one maximum on the first two waves.

Warning: the Magic Cauldron is a a support that does no damage. If you only have Cauldrons on your board, you risk losing the game. Always keep units that can attack.
The Trapper
the Trapper is the unit that slows down your opponents. It's a subtle but crucial part of the build.

I recommend that you’have at least one Trapper to level 4 on set. Ideally, you should keep a Second active Trappeur as backup, placed on level 3. If one is frozen, the other continues to slow down enemies. You can place multiple copies of the same card on the grid.

This unit should not be overlooked. 50 % of my wins came from the Trapper. It slows down the bosss just enough so that they arrive exhausted at my opponents' gates.
The Captain
As a hero, I stayed on the Captain for its an ability that slows down enemy units.

When combined with the Trapper, the Captain's Barrel allows you to continuously slow down enemies. It's this control that wins close matches as you climb the trophy ranks.
If you don't have the cards for this deck yet, start with the "La Meule" deck (Boreas + Meule). It gave me a win rate of 85 to 90 % and really shines in the intermediate arenas (Arena 6 and above), until 3,000 trophies and beyond, it's time to unlock the cards from the end-game decks. If you're just starting out, the Beginner's Deck is also a good starting point.
Which talent to choose for your units?
the Magic Cauldron is the only unit in this deck that has talents to choose from. The other cards work very well with their basic abilities, so you don't need to worry about them.

I've selected these two talented individuals:
- Elixir of mana : confers 20 mana to a random unit on the battlefield. This really saves time, letting you play your cards faster at the start of the game.
- Cooling potion: inflicts 600 damage and slows down the monsters from 25 %. Ideal for handling fast-moving waves and containing the boss.
These two choices complement each other well: one speeds up your mana, and the other adds damage and a slow effect. It's this combination that makes the Magic Cauldron just as valuable a resource. If the cost of upgrades is holding you back, consider collect magic powder to make faster progress.
What equipment should I choose?
For the Captain, two pieces of equipment make all the difference in this deck:
- The Hunter's Jacket : it reduces the attack speed opponents. In practical terms, your opponents type more slowly, and you gain valuable time toward the end of the game.
- L'Magic Amulet : she adds damage points extra items on the set. Place your Bards on these squares to maximize their attack.

A attack speed Reduced damage from the opponent, combined with increased damage from the Bards, is often the key to overcoming the difficult challenges on the way to the 7,000 trophies. To see the exact placement of the units in co-op, watch my video all the way through: that's where I go over the entire strategy in detail, live.
Also, remember to use the code «ALU» to support me for free when you shop at the MY.GAMES website.
And if you want to take it to the next level, check out the Best deck for reaching up to 9,000 trophies.







