diff --git a/Building the Perfect Deck for Card-Based Tower Rush Games.-.md b/Building the Perfect Deck for Card-Based Tower Rush Games.-.md
new file mode 100644
index 0000000..ed63230
--- /dev/null
+++ b/Building the Perfect Deck for Card-Based Tower Rush Games.-.md
@@ -0,0 +1,15 @@
+
In any card-based competitive strategy game, the battle is often won or lost before you even queue into a match.
+
This usually results in a top-heavy, disjointed mess that cannot defend against cheap swarms or cycle fast enough to attack.
+The Essential Roles
+
You cannot build a deck that only attacks; you must have dedicated slots for defensive buildings, spells, and anti-air support.
+
Everything else in your eight-card roster is there to support that win condition or to defend your own towers.
+Focus your offense around a single concept.One small spell (Zap/Log) and one heavy spell (Fireball/Poison).Always have reliable anti-air defense.
+The Cost of War
+
The average elixir cost of your deck dictates exactly how fast you can play cards and cycle back to your win condition.
+
If it is too light, you will lack the raw damage required to break through a heavily fortified defensive position.
+Roster PositionExample CardWhy It's NeededWin ConditionBalloon, Royal Giant, X-BowThe only reliable way to deal massive damage to the enemy structuresCheap RemovalZap, The Log, SnowballInstantly clears cheap swarm units that threaten your main attacker
+Evolving Your Roster
+
Take notes on exactly what types of decks completely shut you down, and adjust your support cards accordingly.
+
Deck building is an iterative, constantly evolving process that requires patience and an understanding of the current meta.
+
+In case you adored this post and also you would like to obtain guidance with regards to [tower rush](https://propertylifesouthernhighlands.com.au/agent/christophertor/) generously pay a visit to our site.
\ No newline at end of file