diff --git a/Defeating-Fast-Decks-in-Tower-Rush.md b/Defeating-Fast-Decks-in-Tower-Rush.md new file mode 100644 index 0000000..04ef345 --- /dev/null +++ b/Defeating-Fast-Decks-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
There is a distinct, panic-inducing feeling that occurs when you realize your opponent is playing a hyper-fast Cycle or Bridge Spam deck.
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To defeat them, you must establish an impenetrable defensive rhythm and learn to absorb minor chip damage to build a massive counter-offensive.
+Slowing the Pace: The Defensive Anchor +
If you use a Cannon to defend their Hog Rider, they will play four 1-elixir cards to cycle back to a second Hog Rider before your Cannon is back in your hand.
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By keeping a building alive in the center, you fundamentally slow down the pace of the entire match, preventing them from spamming the bridge freely.
+Beware of dual-lane spam.A perfectly placed Skeleton Army will instantly melt a charging Battle Ram before it hits the tower.They have no heavy defenses to stop a massive push. +The Double Elixir Deathball +
If you are playing a heavy Beatdown deck against a fast Cycle deck, you must accept that the first two minutes of the game will be miserable.
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The exact millisecond the clock hits 'Double Elixir', the power dynamic flips completely in your favor.
+The ManeuverHow to Do ItThe High Middle PlantPlacing your defensive building very high by the river to instantly intercept fast 'river-jumping' units like the Bandit or Royal GhostThe Predictive LogRolling a Log at the bridge exactly when you expect them to spam cheap units, instantly clearing their push and granting a positive trade +The Calm Before the Storm +
Take the hits, manage your economy, and set up your defensive wall.
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Patience always defeats panic.
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