Add The Role of RNG and Starting Hands in Tower Rush
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The-Role-of-RNG-and-Starting-Hands-in-Tower-Rush.md
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<br>However, there is one unavoidable element of pure, unadulterated luck that infects every single match from the very first second.<br>
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<br>This article explores the controversial role of starting hands and how to survive the chaotic first fifteen seconds of a match.<br>
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The Unwinnable Opening
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<br>For example, imagine you are playing a deck with a Cannon and a Log to defend against Hog Riders and Goblin Barrels.<br>
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<br>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.<br>
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Don't rush.Identify your cheapest 'cycle' card in your opening hand.Taking 1000 tower damage is better than losing the entire game instantly.
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The First Play Gamble
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<br>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.<br>
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<br>They will then launch a massive counter-push with a significant elixir advantage, likely resulting in you losing a tower immediately.<br>
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First MoveDangerThe PayoffThe Bridge RushExtremely 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 secondsThe Safe OpenVery 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
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The Element of Chance
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<br>It is the necessary sprinkle of chaos that makes the genre endlessly replayable.<br>
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<br>Luck favors the prepared mind.<br>
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