Add Top Cards for Sudden Death in Tower Rush
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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>Conversely, a spell that deals instant, unblockable damage directly to the tower becomes the most dangerous card in the game.<br>
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The Spell Cycle Enders
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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>If you know your opponent's tower is at 550 health, and you have a Rocket in your hand, you have already mathematically won the game.<br>
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If you miss or it doesn't kill the tower, you will lose instantly to the counter-attack.If your Rocket does 591 damage, and the tower has 592 health, DO NOT cast it.Always try to clip an enemy troop when spell cycling the tower in overtime.
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Fast Damage in Overtime
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<br>The opponent must guess exactly which tile he will pop up on to defend him; if they guess wrong, the Miner gets two or three guaranteed hits, which is often enough to secure the win.<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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Match StateYour Best StrategyOpponent 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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Staying Cold Under Pressure
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<br>Playing in Sudden Death is an intense test of nerves and mathematical precision.<br>
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<br>Overtime is where legends are made and phones are broken.<br>
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