Add 'Mastering Beatdown Decks in Tower Rush'

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Deborah Hilderbrand 2 weeks ago
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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>
<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>
The Art of the Sacrifice
<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>
<br>You are intentionally losing the battle in the first two minutes to guarantee that you win the war in the final minute.<br>
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.
Building the Deathball
<br>As the tank trudges forward, absorbing all the tower shots and defensive spells, your support units safely annihilate anything in their path.<br>
<br>You must build a synergistic support squad that covers every possible defensive response the opponent might have.<br>
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
The Psychological Weight of the Push
<br>They know that in fifteen seconds, a massive, game-ending threat will arrive at their bridge.<br>
<br>Unleash the behemoth, and claim your three crowns.<br>
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