Why cycle players are pro defensive meta and hate offensive card

If there is a strong defensive card that is so powerful and so broken and there is no way you could break through, what could you do as a cycle player?. It is so simple when holding the best defensive archetype in the game, you just stop attacking, defend everything perfectly, and start to spell cycle the opponent (the classic case of the X-Bow cycle player). If you are a more skillful player, maybe you can take advantage of a cheap elixir deck and outcycle that broken defensive card to make a breakthrough( a classic case of hog rider). Moreover, after the match, you could integrate that broken card into your deck so that you can have a more efficient cycle and defense. After all, cycle players are the ones who are the least impacted by broken defense cards and by contrast they are the one who reap the most benefit from it. It’s understandable in their viewpoint, they will want to keep all of the great defensive card unchanges, and the ones who deserve the nerf are offensive cards (like prince, recruit, megaknight). But why those offensive card need to get nerfed when those cycle player have a supreme form of defense? It can be explain by the fact that cycle player mostly defense everything by a cheap tank and cheap unit . When a card that causes so much pressure(prince,recruit )comes in, that strategy maynot be enough and they have to deploy a building to stop it. This conundrum(without a buiding) will leave cycle player vulnerable from a winconditoner of their opponent. Of course this won’t call that much trouble; the tower still there, maybe take a few hits, but with a deck that focus that much on perfect defense, this thing will be a little bit inconvenient. You may argue that isn’t a problem with a pro cycle player (yeah,agree only the noob cycle players complain about recruits); this thing won’t happen in x2 and x3 elixir when cycle players are easier to get back to their second building (of course you are right). Most of the beatdown breakthroughs happen in x1 elixir when they cause significant damage so that cycle player can never get back throughout the match, and if you are a miner cycle, you know it time to quit the game. However the later of the game, the stronger cycle deck becomes. That is all of my theory about cycle deck. Thank you for reading.

ok that’s just not really true they just hate braindead no skill decks like elixir golem and that’s also just a oversimplification

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When I say offensive card here, I mean they are all non-win conditioners (like recruit, prince, boss bandit). If my oversimplifications are correct, after the Evo recruit and prince get toned down, the next one cycle player lobby to get a nerf will definitely be the boss bandit. Indeed, it is not hard to see that many comment are obsessed with the boss bandit nerf.