Add Winning in Sudden Death in Tower Rush

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<br>A standard three-minute match is often just an intricate dance of probing defenses and testing the opponent's card rotation.<br>
<br>Entering overtime fundamentally alters the mathematics and psychology of the entire game.<br>
Nuking the Tower
<br>You use your cheapest cycle cards (like Skeletons and Ice Spirits) to rapidly rotate your deck until your Rocket or Fireball is back in your hand.<br>
<br>However, if you calculate the math wrong and they destroy your tower with troops before your spells finish theirs, you will lose in incredibly frustrating fashion.<br>
It's a pure speed test.A 10-elixir spell cycle leaves you very vulnerable to a sudden counter-attack.A Log and a Zap might provide the final 200 damage needed without spending 6 elixir on a Rocket.
Exploiting Tunnel Vision
<br>In many matches, both players spend the entire three minutes attacking and defending the exact same lane, leaving one Princess tower severely damaged and the other completely untouched.<br>
<br>Because they are suffering from extreme tunnel vision and lack elixir, they will be completely caught off guard and unable to defend.<br>
Unit CategoryThe AdvantageThe MinerCan be placed directly on the weak tower instantly; forces the opponent to predict the exact placement tileSurprise MagicAllows your surviving troops just 3 seconds of uncontested attacks to secure the final blow; high risk, high reward
Mastering the Nerves
<br>Take a deep breath when the overtime music starts playing.<br>
<br>The sudden death victory screen is the most satisfying reward in the entire genre.<br>
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