Add Mastering Siege Decks in Tower Rush

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<br>In the diverse ecosystem of arena battlers, almost every strategy relies on sending troops across the river to physically attack the enemy tower.<br>
<br>Playing Siege requires an entirely different skill set than standard beatdown or cycle decks; it demands absolute geometric precision and flawless defensive mechanics.<br>
The Defensive Wall
<br>Your sole objective is to protect that X-Bow at all costs; if it locks onto the enemy tower for even five seconds, the game is practically won.<br>
<br>You are essentially building a localized, impenetrable wall of cheap units directly in front of the X-Bow, creating a defensive meat-grinder.<br>
If you know they will use a Skeleton Army to distract the X-Bow, hover your Log and drop it the second the X-Bow deploys.Don't waste elixir saving a failed attack.It provides incredible defense and stalls the game until you can launch an offensive one.
The Mortar vs. The X-Bow
<br>X-Bow decks are usually built around fast cycling, aiming to out-pace the opponent's heavy tanks so the X-Bow has a clear line of sight.<br>
<br>Because it is cheaper, it is less punishing if it gets destroyed, making Mortar decks slightly more forgiving and versatile.<br>
What Beats SiegeYour DefenseHeavy Tanks (Golem, Giant) blocking the shotsPlay hyper-defensively; use the Siege weapon purely as a defensive building in the center to stall for a drawHeavy Spells (Rocket, Lightning) destroying the weaponYou must out-cycle their spell; play your X-Bow faster than they can draw their Rocket
A War of Attrition
<br>You are playing a strategy designed specifically to deny the opponent the ability to play their own game.<br>
<br>Master the geometry, build the wall, and snipe them from safety.<br>
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