Add Building the Perfect Deck for Card-Based Tower Rush Games
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<br>In any card-based competitive strategy game, the battle is often won or lost before you even queue into a match.<br>
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<br>This usually results in a top-heavy, disjointed mess that cannot defend against cheap swarms or cycle fast enough to attack.<br>
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The Core Components
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<br>You cannot build a deck that only attacks; you must have dedicated slots for defensive buildings, spells, and anti-air support.<br>
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<br>Every successful deck revolves around a primary 'Win Condition'—the specific card designed to reliably damage the enemy tower.<br>
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They are amazing for cheap distractions.Mini P.E.K.K. In case you cherished this post as well as you would want to be given more details relating to [tower rush](https://bellnam.com/read-blog/6070_the-history-and-evolution-of-the-tower-rush-genre.html) i implore you to visit our web-site. A or Inferno Tower are essential.Anything heavier requires absolute perfection to play.
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The Cost of War
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<br>The average elixir cost of your deck dictates exactly how fast you can play cards and cycle back to your win condition.<br>
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<br>If your deck is too heavy, you will sit defenseless while the opponent chips away at your towers with cheap, fast attacks.<br>
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Playstyle CategoryElixir RangeStrengthsBaitExtremely LowPunishes heavy decks earlyBeatdownExpensiveAbsolutely unstoppable in double elixir
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Refining the Formula
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<br>If you consistently lose to air decks, swap a ground melee unit for another ranged anti-air attacker.<br>
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<br>Do not be afraid to experiment, but avoid changing your deck after every single loss.<br>
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