AI Overview: This Night Witch Clone deck averages 2.6 elixir across its seven fixed cards and runs a cheap combo. It plays a Night Witch, Mirrors her, then Clones both for a swarm of bats. Night Witch’s best list wins 68.7% over about 1,400 battles, though this exact build has no tracker sample. Every price, rarity and 2026 change is rechecked below, so you can trust each number and skip the guesswork.
Last Updated: October 2026
Key Points:
- The seven fixed cards cost 18 elixir, which is 2.6 on average, and no fixed card costs more than 4.
- Night Witch had no 2026 change, and her best list wins 68.7% over about 1,400 battles.
- The Night Witch, Mirror and Clone combo costs 12 elixir: 4, then 5 for the Mirror, then 3.
- Clone had no 2026 change, and its best list wins 54.3% over 1,500 battles.
- Rage’s Crown Tower damage fell from 54 to 45 on June 1, and its best list wins 60.8% over 1,000.
The Night Witch Clone List, Priced Card by Card
The big idea. One card, four copies. Play the Night Witch, Mirror her, Clone both, and you get four witches and a cloud of bats for 12 elixir.
Matchups. Against Hog cycle, the Skeletons and Log hold while you build the bar. Against beatdown, the witches and bats grind a tank down. Against splash decks, hold the combo. The rule: never play it into a ready Fireball.
| Card | Elixir | Job in the deck | 2026 status |
| Night Witch | 4 | Win condition and support | Best list 68.7% over about 1,400; no 2026 change |
| Mirror | varies | Copies the Witch for one more elixir | No fixed price: it costs the last card played plus 1; no 2026 change found in the site card data |
| Clone | 3 | Doubles the push | No 2026 change; best list 54.3% over 1,500, Giant Skeleton in seven of the eight printed lists |
| Rage | 2 | Speeds up the push | Crown Tower damage 54 to 45 on June 1; best list 60.8% over 1,000 |
| Miner | 3 | Chip damage and distraction | Crown Tower damage 49 to 39 on July 6; best list 66.0% over 535 |
| Skeletons | 1 | Cheap cycle and distraction | Spawn spread tighter on October 6; best list 68.6% over about 3,800 |
| Arrows | 3 | Swarm spell | Crown Tower damage 93 to 75 on June 1; best list 68.7% |
| The Log | 2 | Cheap spell and reset | Crown Tower damage 41 to 35 on June 1; best list 65.1% over 3,500 |
Check the table for each price, job and 2026 note. Mirror has no fixed price, so the average here counts the other seven cards.
Zoom out. A combo deck is only as good as its worst spell trade. If Fireball or Arrows gets a boost, the four-witch push dies in one cast, and the 12 elixir you spent is gone. A weaker Night Witch would slow the whole plan, and that slowdown is the first negative to watch.
What Changed in 2026
The short version. The Night Witch and Clone did not change. Rage hits a tower for 45, not 54. Miner’s damage is also 39, not 49. Arrows hit for 75 instead of 93, and the Log for 35 instead of 41.
Plain talk. This is a fun deck, and it can hit hard. It is not safe, so play it when you like a risk and your levels are not far behind.
One more way to see it. The Night Witch is a seed and the combo is a garden. Mirror plants a second seed, Clone waters both, and Rage speeds up the growth. A single Fireball is the frost.
In plain English. The Witch and Clone are steady, and the support cards got slightly weaker. The combo still costs the same, so the plan is unchanged.
Claims, rechecked. The write-up says the author reached 4,400+ trophies with low card levels and a level 5 Mirror. That is one account’s run in an older system. The bat math, about 15 bats and 2 witches after a Fireball, depends on card levels that are no longer current. Treat every figure as a starting point, not a rule.
The fine print. The Night Witch’s results are strong at 68.7%, but Clone’s are modest at 54.3%. That says the combo works better as a threat than as a sure thing. The Skeletons, with a best list of 68.6%, are the quiet cycle card.
Card pages: Night Witch, Mirror, Clone, Rage and Miner.
Zoom in. The write-up says one Fireball cannot stop the push because of the bats. That holds, but a Zap, Log or Arrows can still wipe the bats, and the witches are then easy prey. If the Clone slips in a coming patch, expect the deck to feel clumsy until you adjust.
How to Play It Today
Set up the cycle. The goal is to spawn the Night Witch and immediately Mirror and Clone her. Wait until the bar is full, because the combo costs 12 elixir.
Last word. Short games reward a clear plan, and this list gives you one. Learn the first two plays, then trust the rest to follow.
Quick recap. Night Witch, Mirror, Clone, Rage, and wait for the bar. The Clone’s modest data says to keep a backup plan.
Reality check. Three spells and a troop for one push is a big gamble. If you lose it twice, switch to the Miner chip plan.
Bottom line. Pick this list if you like cheap combos and own the legendaries. Wait for the full bar, play all three cards, and Rage the push.
Worth knowing. A mirrored Night Witch costs 5, and the Clone costs 3. Add them up before you start, so you are not stuck with half a combo.
Upgrade order. Level the Night Witch, Clone and Rage first. The Miner comes next. Mirror, Skeletons, Arrows and the Log can wait, since the write-up shows a level 5 Mirror working.
Tips. Use the Miner for chip damage while the combo cycles back. Keep the Arrows for the opponent’s own swarm, and the Log to push back troops that would reach the witches. Open the linked card pages before you queue, since one balance patch can flip a trade.
Rage the witches. The original adds Rage to the Night Witch push for speed and damage. It is cheap at 2 elixir, and it pays off when the push connects.
Elixir math. The Night Witch and Clone cost 7 of the 18 fixed elixir. The other five fixed cards cost 11, or 2.2 each. So the cycle is very fast, and the deck can play the combo often.
Try it yourself: the Clash Royale Deck Builder can open Night Witch Clone Deck with all eight cards placed. Its average cost is 2.6 elixir. Treat it as a classic list, since the tracker holds no win rate for it. Mirror is left out of that average, since it costs one more than the last card played.
Zoom out again. One-trick decks go stale fast. When every opponent expects the combo, they will hold their splash spell, and the plan stalls.
Frequently Asked Questions
Is a Night Witch Clone deck good in 2026?
Night Witch’s best list wins 68.7% and Clone’s best wins 54.3%, but this exact list has no tracker sample, so test the Clone slot first.
What is the average elixir cost?
18 elixir across the seven fixed cards, or 2.6 on average, with Mirror left out.
How much does the combo cost?
12 elixir: the Night Witch at 4, a mirrored copy at 5 and Clone at 3.
What counters it?
Zap, the Log or Arrows for the bats, and Fireball or Poison for the witches.
Does this deck need legendary cards?
Yes. It uses three legendaries: Night Witch, Miner and The Log. Mirror, Clone and Rage are epics.
Original Guide, Kept in Full
The text below is the original page, kept in full. It was written between 2016 and 2024, so some details are out of date. The tips and numbers above use 2026 sources.
Hey everyone, its me Fizzle AKA Siege FTW with the new meta “Night Witch Mirror Clone” deck.
After the recent release of the Night Witch (for those of us lucky enough to win it) my trusted leader and classmate, Anivium, started messing around with this powerful card and ended up creating this monster.
Now I know what your thinking: “Fizzle, do you honestly think that if all I do is Mirror and Clone a card it will win me battles?” The answer? Of course not! You also want to Rage the Night Witch 😀
Night Witch Mirror Clone Deck
Now I know this looks like a rather odd deck that would never work but trust me, this deck is a beast!
I personally have made it to a new personal best of over 4400 trophies with card levels at a mere 10/no rares/3/2 (as well as a level 5 Mirror.) Far below average compared to the majority of level 12 commons and so on.
But enough bragging about the deck, lets talk strategy!
Cards Breakdown
Night Witch- Win condition, support troop, tank, and just about everything else in this one card. Basically, the goal is to set up a cycle to where you can spawn a Night Witch, and immediately Mirror and Clone it.
Now I know this seems as though one Fireball would destroy your entire push but your forgetting one major detail: Bats.
So lets say you just got your 4 Night Witches on the map when all of a sudden your opponent, seeing a golden opportunity, Fireballs all four, killing 2 and leaving 2 with a sliver of health. This means that assuming he didn’t quite get all of the 10 or so Bats already spawned (they hardly ever do) as well as the 8 bats with spawned after your Night Witches death damage, AND your 2 remaining Night Witches let out one final pair of Bats each, this leaves you with roughly 15 Bats and 2 Night Witches even after a Fireball.
Even if they Zap afterwards, 8 more Bats will come out of nowhere at which point you send your Miner to the Tower, Rage everything, and laugh as you watch your opponent struggle to defend against the Horde of Bats shredding through their towers.
Mirror: The Mirror is used hardly any in the current meta, meaning it is easier to request and level up, meaning more powerful Night Witches, meaning ULTIMATE POWER!
Strategy wise, however, you almost never, unless in an emergency (when I say emergency I don’t mean in order to protect a Tower, I mean only Mirror something other than Night Witch if its the only way to keep from getting 3 crowned) want to Clone something other than Night Witch, as you will then have to restart in building a cycle back to it.
There is not a whole lot more to say about this card as long as you remember ALWAYS MIRROR NIGHT WITCH.
Clone: The Clone spell, so much hate when it came out and everyone thought it would be absolutely overpowered but turned out to be nothing more than a free positive Elixir trade by the opposing player. Until now.
With 4 Night Witches, the massive waves of Bats will eat up any troop standing in the way, and keep coming even after Fireballs and Zap spells try in vain to cut down the numbers, its no surprise 3 crowns often come in the first push.
Same as the Mirror, try not to Clone anything but Night Witches and build it into a cycle to use after Mirror.
The Log: A powerful spell for only 2 Elixir, The Log is a staple in most decks and this is one is no exception.
Unfortunately, due to very odd hands you can get, occasionally you will need to Log almost nothing in order to construct a decent cycle.
If possible, use The Log as wisely as possible and make as many positive Elixir trades as possible (obviously) Can be replaced with Zap or Fireball (not recommended)
Rage: The Rage spell is another rarely seen card in the meta but still has the power when combined with your mass amounts of Bats to overpower the enemy in seconds.
I usually won’t Rage the Night Witches in the first push unless I think I can 3c rown them or have an excess in Elixir, and will instead use it as a surprise speed boost for the Bats often putting the enemy into panic mode.
I have won a number of battles where I had swarms of Bats and after raging them my opponent dropped a Valkyrie and, forgetting Bats can fly, was swiftly defeated.
If the opponent has a large amount of spells to deal with your bats as well as splash troops, I will occasionally simply try to Miner Mirror Rage my way to victory (this is extremely hard to do successfully and is more of a last attempt if you don’t stand a chance with your Night Witches)
Skeletons: Great cycle card, decent DPS, and an extremely low cost, not much more you could ask for in a card.
I will normally split Skeletons in the back as often as possible, using them as the counter counter for Hog. Taking some Hog damage is fine with this deck and if I think I can build a big enough push, I will occasionally ignore the Hog completely.
If your still building a cycle, you can pair them with Miner for some chip damage.
I don’t recommend replacing these guys with Ice Spirit as he is more offensively focused and Skeletons help more with kiting and overall defense.
Miner: The Miner is a great Mini tank for your Night Witches and Skeletons but can also help on defense If nothing else is available.
A lot of the time I will send Miner in to attack a splash damage dealing troop such as Wizard or Executioner to distract them long enough for my Bat Horde to devour them.
Unfortunately, this card is irreplaceable but if your desperate you could try Knight or Ice Golem.
Arrows: The second spell in this deck, Arrows provide great defense against pesky Minion Hordes and princesses out of range of The Log.
I don’t recommend using Zap or Fireball due to the fact that Zap can’t take out Minions, Fireball is much too expensive to waste (which must be done early game to build a cycle) and both have a smaller range radius.
As long as you get at least 3 elixirs worth out of it, you should be good.
EXCEPTION: Early game when your Elixir bar is full and you have a bad hand you may need to Arrows the opponents Tower+anything else to cycle.
General Gameplan
Early game
This is the time to build a cycle of the following cards in this order: Night Witch, Mirror, Clone, Rage/Miner (either one).
This takes practice but after a few matches of trial and error you will get the hang of it.
Remember when building a cycle, try not to play the first few cards in the cycle and wait until the next cards you need get lined up.
If you already have a good hand in the beginning of a match, you can get straight into a push!
Mid Game
Start building up a push starting with your 4 Witches and adding Rage/Miner if necessary.
Try not to worry to much about your towers health and focus fully on getting the biggest swarm of Bats humanly possible.
A lot of times my opponent has waited until a good amount of Bats have spawned and built a little push on the other lane. They will then Fireball my push, expecting to take it out, and work on theirs, this is when I will Rage my push and completely obliterate their Tower before they have a chance to see what hit them.
Late Game
If you haven’t already 3 crowned them, or at least taken a Tower, then you might be in trouble.
Focus on getting as much chip damage with Miner and Skeletons as possible with Mirror Witch for defense, which can than turn into an offensive counter push.
Honestly I don’t often make it to overtime, and normally either 3 crown or get 3 crowned, unless its a really close match and I need to defend with everything I have and focus of Miner Mirror Rage for chip damage.
Conclusion
All in all I highly recommend you give this deck a try and DONT GIVE UP!
I myself was completely crushed by my opponents the first few matches. Although Anivium was just trolling me to get higher in trophies than me but to my surprise, I have skyrocketed over 100 trophies above my personal best and still climbing.
Again, I give full credit to IndoorBreathing88 (Leader of Apex Power) for coming up with this deck!
If you have any questions comments or concerns be sure to comment and Ill try to answer as many as I can 😀
Sources
Researched from the following (no links, listed for transparency):
- CryptoAIMeta card guides for these cards, built from RoyaleTracker October 2026 samples and SeeMeta 2026 balance changes
- SeeMeta, Clash Royale balance changes 2026 (page updated October 2026), read through search summaries
- Supercell official Clash Royale API, card list (elixir cost, rarity, unlock arena)
- The original clash.world page (2016 to 2024), kept in full below







