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The starting hand—the four cards randomly selected from your eight-card deck at the beginning of the game—is entirely dictated by a Random Number Generator (RNG).
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Understanding how to mitigate the damage of a terrible starting hand and capitalize on a perfect one is a crucial skill for high-level ladder climbing.
+The Unwinnable Opening
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For example, imagine you are playing a deck with a Cannon and a Log to defend against Hog Riders and Goblin Barrels.
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You are forced to awkwardly defend a fast, aggressive threat using heavy spells or expensive win conditions, resulting in a terrible elixir trade and massive tower damage.
+Don't rush.Play it behind your King Tower simply to draw the next card in your deck and fix your rotation.Never panic and drop your 8-elixir win condition defensively just because you have nothing else.
+Testing the Waters
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If your opening hand contains your primary win condition and a supporting spell, you can launch a full-scale assault the exact second the match begins.
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If your gamble pays off, your attacker will completely bypass their awkward, improvised defense and deal massive damage, securing a permanent lead for the rest of the game.
+Opening StrategyRisk LevelThe PayoffInstant AttackExtremely High; if they have the perfect counter, you are immediately down 4-5 elixirMassive; if they have a bad starting hand, you might take half their tower health in the first 10 secondsSlow PlayVery Low; splitting cheap skeletons in the back commits almost no elixirModerate; allows you to safely scout their deck and fix your own rotation for the mid-game
+Embracing the RNG
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It is the necessary sprinkle of chaos that makes the genre endlessly replayable.
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Play the hand you are dealt, minimize the damage, and wait for your moment to strike back.
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+For more info in regards to [tower rush](https://biiut.com/read-blog/32667_overcoming-tilt-in-tower-rush.html) review the site.
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