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>
<br>Conversely, a spell that deals instant, unblockable damage directly to the tower becomes the most dangerous card in the game.<br>
The Spell Cycle Enders
<br>You completely abandon all ground attacks and simply launch massive damage spells directly at their tower while defending flawlessly.<br>
<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>
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.
Fast Damage in Overtime
<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>
<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>
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
Staying Cold Under Pressure
<br>Playing in Sudden Death is an intense test of nerves and mathematical precision.<br>
<br>Overtime is where legends are made and phones are broken.<br>
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