Add Top Cards for Sudden Death in Tower Rush
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Top-Cards-for-Sudden-Death-in-Tower-Rush.md
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Top-Cards-for-Sudden-Death-in-Tower-Rush.md
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<br>Because the match ends the exact millisecond a tower hits zero hitpoints, certain cards become exponentially more valuable, while others become complete liabilities.<br>
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<br>This article analyzes the absolute best cards to have in your rotation when the Overtime clock begins ticking down.<br>
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Nuking for the Win
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<br>You completely abandon all ground attacks and simply launch massive damage spells directly at their tower while defending flawlessly.<br>
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<br>Every top-tier competitive deck must include at least one heavy spell specifically designed to close out tight matches in Sudden Death.<br>
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The Fireball is great for chip damage, but it takes 3 or 4 cycles to kill a healthy tower in overtime.If the opponent is spell cycling you, you must pressure them so heavily they cannot afford to spend 6 elixir on a spell.If you cast Poison, they might cast a Rocket and win before your Poison finishes ticking.
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The Surprise Attackers
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<br>The Miner is the quintessential Sudden Death troop; because he tunnels underground, he can be deployed directly on the enemy tower instantly.<br>
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<br>If the opponent makes a slight defensive error or overcommits by 2 elixir, a Bandit dropped at the bridge will dash to the tower in less than two seconds.<br>
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Sudden Death SetupThe ExecutionOpponent tower is at 400 HPImmediate Spell Cycle; ignore attacking with troops, defend flawlessly, and launch the Rocket/Fireball for the guaranteed winBoth towers are at full HP in OTPlay incredibly safe; rely on Miners or Goblin Barrels for safe chip damage; never play an 8-elixir tank in the back
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The Psychology of the Final Hit
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<br>The player who panics and throws a desperate, unsupported push will almost always lose to the player who calmly executes their win condition.<br>
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<br>Leave the panic to your opponent.<br>
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