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..ab37a83 --- /dev/null +++ b/Winning-in-Sudden-Death-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
A standard three-minute match is often just an intricate dance of probing defenses and testing the opponent's card rotation.
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Entering overtime fundamentally alters the mathematics and psychology of the entire game.
+The Spell-Cycling Race +
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.
+
During this phase, you must play absolute, perfect defense, dedicating 100% of your remaining troops to stopping their attacks while your spells slowly whittle away their tower.
+It's a pure speed test.Balance the cycle.A Log and a Zap might provide the final 200 damage needed without spending 6 elixir on a Rocket. +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.
+Sudden Death CardOT StrengthDirect AssualtCan be placed directly on the weak tower instantly; forces the opponent to predict the exact placement tileSurprise MagicAllows your surviving troops just 3 seconds of uncontested attacks to secure the final blow; high risk, high reward +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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The sudden death victory screen is the most satisfying reward in the entire genre.
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