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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
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Missing even one of these crucial components will leave a gaping hole in your strategy that smart opponents will exploit.
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If your deck has three different win conditions, it is too heavy; if it has none, you will never actually take a tower.
+Examples: Hog Rider, Giant, or Miner.One small spell (Zap/Log) and one heavy spell (Fireball/Poison).Always have reliable anti-air defense.
+The Cost of War
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A high average cost (above 4. If you cherished this article and you would like to get far more information pertaining to [tower rush](https://gitea.belanjaparts.com/carolynbivens9) kindly take a look at our page. 0) is a 'Beatdown Deck', designed to build one massive, unstoppable push during double elixir time.
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If it is too light, you will lack the raw damage required to break through a heavily fortified defensive position.
+RoleGood ChoiceFunctionWin ConditionBalloon, 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
+Refining the Formula
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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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