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 Essential Roles
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<br>Missing even one of these crucial components will leave a gaping hole in your strategy that smart opponents will exploit.<br>
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<br>If your deck has three different win conditions, it is too heavy; if it has none, you will never actually take a tower.<br>
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Choose ONE primary win condition.One small spell (Zap/Log) and one heavy spell (Fireball/Poison).Musketeers or Archers are mandatory.
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Balancing Your Elixir Average
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<br>A deck with a very low average cost (under 3. If you are you looking for more information on [tower rush](http://183.101.28.140:3000/hiqnovella4078) take a look at our web site. 0) is known as a 'Cycle Deck', relying on out-pacing the opponent's heavy counters.<br>
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<br>If it is too light, you will lack the raw damage required to break through a heavily fortified defensive position.<br>
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RoleGood ChoiceFunctionWin ConditionBalloon, Royal Giant, X-BowThe only reliable way to deal massive damage to the enemy structuresLight UtilityZap, The Log, SnowballInstantly clears cheap swarm units that threaten your main attacker
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Testing and Tweaking
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<br>Take notes on exactly what types of decks completely shut you down, and adjust your support cards accordingly.<br>
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<br>Deck building is an iterative, constantly evolving process that requires patience and an understanding of the current meta.<br>
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