Add Building the Perfect Deck for Card-Based Tower Rush Games

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<br>In any card-based competitive strategy game, the battle is often won or lost before you even queue into a match.<br>
<br>This usually results in a top-heavy, disjointed mess that cannot defend against cheap swarms or cycle fast enough to attack.<br>
The Essential Roles
<br>You cannot build a deck that only attacks; you must have dedicated slots for defensive buildings, spells, and anti-air support.<br>
<br>Everything else in your eight-card roster is there to support that win condition or to defend your own towers.<br>
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
<br>The average elixir cost of your deck dictates exactly how fast you can play cards and cycle back to your win condition.<br>
<br>If it is too light, you will lack the raw damage required to break through a heavily fortified defensive position.<br>
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
<br>Take notes on exactly what types of decks completely shut you down, and adjust your support cards accordingly.<br>
<br>Deck building is an iterative, constantly evolving process that requires patience and an understanding of the current meta.<br>
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