diff --git a/Winning-in-Sudden-Death-in-Tower-Rush.md b/Winning-in-Sudden-Death-in-Tower-Rush.md new file mode 100644 index 0000000..2a56841 --- /dev/null +++ b/Winning-in-Sudden-Death-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
If both players are equally matched and execute flawless defenses, the game inevitably pushes past the standard time limit and enters Overtime.
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You are no longer trying to build a massive, complex push to three-crown the enemy; you only need to secure one final, decisive blow.
+Nuking the Tower +
You use your cheapest cycle cards (like Skeletons and Ice Spirits) to rapidly rotate your deck until your Rocket or Fireball is back in your hand.
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However, if you calculate the math wrong and they destroy your tower with troops before your spells finish theirs, you will lose in incredibly frustrating fashion.
+Do not guess if your fireball will kill the tower; you must know the exact number.Time is your only enemy.Maximize value. +The Surprise Lane Switch +
In many matches, both players spend the entire three minutes attacking and defending the exact same lane, leaving one Princess tower severely damaged and the other completely untouched.
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While they scramble to react, your surprise attacker can often take the entire healthy tower from 100% to 0% in a matter of seconds, securing the sudden death victory.
+The SituationThe SolutionLow Health TieImmediate, aggressive spell cycling while using cheap distraction units to stall their spell cycleThe AdvantagePlay hyper-defensive 'turtle' mode; take absolutely zero risks and slowly spell their tower out over 2 minutes +The Ice in Your Veins +
Overtime is designed to make you panic, causing your hands to sweat and your heart rate to spike.
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Earn it with a cold, calculating mind.
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