diff --git a/Building the Perfect Deck for Card-Based Tower Rush Games.-.md b/Building the Perfect Deck for Card-Based Tower Rush Games.-.md new file mode 100644 index 0000000..d75b509 --- /dev/null +++ b/Building the Perfect Deck for Card-Based Tower Rush Games.-.md @@ -0,0 +1,13 @@ +
In any card-based competitive strategy game, the battle is often won or lost before you even queue into a match.
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In this guide, we will break down the essential formula for creating a balanced, highly competitive deck from scratch.
+Anatomy of a Perfect Deck +
You cannot build a deck that only attacks; you must have dedicated slots for defensive buildings, spells, and anti-air support.
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Everything else in your eight-card roster is there to support that win condition or to defend your own towers.
+Examples: Hog Rider, Giant, or Miner.One small spell (Zap/Log) and one heavy spell (Fireball/Poison).Always have reliable anti-air defense. +Balancing Your Elixir Average +
A deck with a very low average cost (under 3.0) is known as a 'Cycle Deck', relying on out-pacing the opponent's heavy counters.
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If it is too light, you will lack the raw damage required to break through a heavily fortified defensive position.
+Deck ArchetypeAverage CostProsFast Cycle2.5 - 3. For those who have any kind of inquiries with regards to in which in addition to the best way to use [tower rush](https://git.gonstack.com/ulrikelazar73), you are able to e-mail us at the internet site. 1Can easily out-rotate enemy countersHeavy Push3.8 - 4.5Absolutely unstoppable in double elixir +Testing and Tweaking +
If you consistently lose to air decks, swap a ground melee unit for another ranged anti-air attacker.
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Do not be afraid to experiment, but avoid changing your deck after every single loss.
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