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This cautious opening phase is actually a high-stakes psychological war of information gathering and scouting.
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In a game where knowing the opponent's counter is the key to victory, playing your main card blindly is suicide.
+Testing the Waters
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The goal of scouting is to force your opponent to reveal the key cards in their hand without overcommitting yourself.
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If they respond with an Ice Golem and a Musketeer, you can immediately deduce they are likely playing a fast cycle deck.
+It is too risky.Use spells to scout if necessary.Their placement reveals their skill level.
+The Invisible Math
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They track exactly how much elixir the opponent has spent versus how much they have generated.
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This hidden knowledge allows you to make incredibly aggressive plays that seem reckless to a spectator but are actually mathematically guaranteed to succeed.
+Player HabitHow to Exploit ItPredictable swarm usagePre-fire a predictive log or arrows exactly as your unit crosses the riverPre-planting defensesUse a heavy spell to destroy the building and the tower together
+The Power of Prediction
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Once you have gathered perfect information on their deck, rotation, and habits, you can begin making predictive plays.
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By the time double elixir hits, you should know exactly how you are going to dismantle their fortress.
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+Here is more info about [tower rush](https://www.gamesfree.ca/read-blog/90845_understanding-the-meta-of-tower-rush-games.html) have a look at our own web-page.
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