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..2789f79 --- /dev/null +++ b/Building the Perfect Deck for Card-Based Tower Rush Games.-.md @@ -0,0 +1,15 @@ +
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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This usually results in a top-heavy, disjointed mess that cannot defend against cheap swarms or cycle fast enough to attack.
+The Essential Roles +
Missing even one of these crucial components will leave a gaping hole in your strategy that smart opponents will exploit.
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Every successful deck revolves around a primary 'Win Condition'—the specific card designed to reliably damage the enemy tower.
+They are amazing for cheap distractions.You must be able to stop massive pushes.Anything heavier requires absolute perfection to play. +Balancing Your Elixir Average +
The average elixir cost of your deck dictates exactly how fast you can play cards and cycle back to your win condition.
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If it is too light, you will lack the raw damage required to break through a heavily fortified defensive position.
+Card SlotExample CardPurpose in DeckTower TakerBalloon, Royal Giant, X-BowThe only reliable way to deal massive damage to the enemy structuresSmall SpellZap, The Log, SnowballInstantly clears cheap swarm units that threaten your main attacker +Evolving Your Roster +
If you consistently lose to air decks, swap a ground melee unit for another ranged anti-air attacker.
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Deck building is an iterative, constantly evolving process that requires patience and an understanding of the current meta.
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