Add 'Mastering Beatdown Decks in Tower Rush'
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<br>If Cycle decks are a surgeon's scalpel and Siege decks are a sniper rifle, the 'Beatdown' archetype is a massive, blunt sledgehammer.<br>
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<br>While it may look easy to just drop a massive Golem and win, playing Beatdown at a high level requires incredible patience and resource management.<br>
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The Art of the Sacrifice
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<br>Because your deck is full of expensive, heavy cards, you cannot afford to play a fast-paced defensive game against a cycle deck.<br>
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<br>You are intentionally losing the battle in the first two minutes to guarantee that you win the war in the final minute.<br>
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Beatdown shines in double elixir.Don't stack your support units too closely behind the tank.If your first massive push fails to take the tower, do not force a second one immediately.
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Building the Deathball
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<br>As the tank trudges forward, absorbing all the tower shots and defensive spells, your support units safely annihilate anything in their path.<br>
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<br>You must build a synergistic support squad that covers every possible defensive response the opponent might have.<br>
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Beatdown PhaseWhat to DoSingle Elixir (First 2 Minutes)Play passively; use support units defensively behind your tower, then drop the tank in front of them for a 'free' counter-pushDouble Elixir (Final Minute)Drop the tank in the absolute back, ignore minor enemy attacks, and dump every drop of elixir into support units behind the tank
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The Psychological Weight of the Push
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<br>They know that in fifteen seconds, a massive, game-ending threat will arrive at their bridge.<br>
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<br>Unleash the behemoth, and claim your three crowns.<br>
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