Add Mastering Siege Decks in Tower Rush
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<br>However, there is one highly specialized, deeply controversial archetype that completely ignores this fundamental rule: the Siege deck.<br>
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<br>Playing Siege requires an entirely different skill set than standard beatdown or cycle decks; it demands absolute geometric precision and flawless defensive mechanics.<br>
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The Core Philosophy: Defend the Artillery
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<br>The entire strategy of a Siege deck revolves around a single, fragile building that costs a massive amount of elixir to deploy.<br>
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<br>You use these cheap troops as meat shields, physically blocking enemy tanks and assassins from ever touching your precious artillery.<br>
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If you know they will use a Skeleton Army to distract the X-Bow, hover your Log and drop it the second the X-Bow deploys.Let the X-Bow die, cycle your cards, and try again later.In double elixir, you can often place a defensive X-Bow in the center of the map.
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Choosing Your Artillery
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<br>While both are Siege weapons, the Mortar and the X-Bow require vastly different playstyles and deck compositions.<br>
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<br>The Mortar, conversely, is a slow, methodical 4-elixir cannon that lobs massive splash-damage boulders.<br>
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What Beats SiegeHow to RespondHeavy Tanks (Golem, Giant) blocking the shotsPlay hyper-defensively; use the Siege weapon purely as a defensive building in the center to stall for a drawHeavy Spells (Rocket, Lightning) destroying the weaponYou must out-cycle their spell; play your X-Bow faster than they can draw their Rocket
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A War of Attrition
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<br>You are playing a strategy designed specifically to deny the opponent the ability to play their own game.<br>
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<br>Welcome to the artillery division.<br>
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