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Control decks are entirely reactive; they have absolutely no intention of launching massive, proactive attacks at the bridge.
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You are not trying to crush the opponent; you are trying to out-math them, forcing them into increasingly desperate, negative elixir trades.
+The Defensive Anchor and Positive Trades
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Your goal is to use this building, supported by cheap spells and versatile ranged units, to perfectly counter whatever the opponent throws at you.
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You repeat this process endlessly, meticulously banking your small profits until you have such a massive elixir advantage that the opponent is mathematically bankrupt and defenseless.
+Health is a resource; elixir is king.Always know your opponent's win condition.You must establish your dominance early.
+The Inevitable Chip Damage Win
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Because your deck is heavily skewed toward defense, you do not have the firepower to take an enemy tower from 100% to 0% in a single push.
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The opponent is so focused on trying to break your impenetrable defense that they barely notice their own tower health slowly draining away, 200 hitpoints at a time.
+The AttitudeBeatdown PlayerDefensive MentalityReaction to losing a tower earlyAccepts it as part of the plan; prepares to launch a massive 3-crown revenge pushA catastrophic failure; Control decks struggle immensely to come back from a massive early deficitFocus during the matchLooking for the perfect moment to deploy the massive tank and overwhelm the opponentHyper-focused on counting enemy elixir and ensuring the center defensive building is always ready
+Frustrating the Enemy
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Playing a Control deck perfectly is one of the most intellectually satisfying experiences in competitive gaming.
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Let them rage, let them spam emotes, let them exhaust their resources.
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+Here is more on [tower rush](http://209.127.59.74:3000/ivy1469474535/ivy2016/wiki/The-Importance-of-Map-Control-in-Tower-Rush) stop by our web page.
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