This is actually one of the best buffs they’ve ever done. Now guards are actually somewhat viable, looking to be better on defense for many things, while goblin gang can do more offensive damage and can defend both air and ground troops, but they die to some small spells.
You think about it, every card is like Rock paper scissors, specifically the Star Trek version: Tanks are rocks, and they crush troops like valk, much like how rock crushes scissors. Valk and other Area Damage cards cut up Swarmers and ranged units like scissors cuts up paper, swarmers and ranged units cover a tank's remains easily like how paper covers rock, and if we're going the star trek route, which introduces Spock and lizard, Than we'll have to separate Swarmers and ranged units. Air units cut up everything but often don't get rid of enough Swarmers in time, much like how in the Star Trek edition of Rock paper scissors, Spock disapproves paper (Paper wins, though), and the lizard that poisons, or counters, an air troop's spock is Ranged troops, because those can target air troops. (So Lizard wins against spock) Anti air troops are fragile though, so tanks and area Damage troops crush and decapitate ranged troops. So in theory, a good deck would have this set of cards: Valk, Skarmy, Mega minion, Mini and normal Pekkas, arrow volley, Zap, and archers.
@@Fish-E-13 that the point, Rocket defense is too iconic and I do think Tower damage are heavily played into account on these stat to make it more fair for both side (also guards are made to survive arrow at a cost of losing shield entirely now so it wouldn't made much difference if we swapped rocket with Arrow anyway)
Arrow honestly wouldn't make difference here now, because Guards are now built to survive all 3 hit, so just put rocket defense istead (it way too iconic)