Add The Role of RNG and Starting Hands in Tower Rush
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<br>The starting hand—the four cards randomly selected from your eight-card deck at the beginning of the game—is entirely dictated by a Random Number Generator (RNG).<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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A cheap deck can fix a bad rotation in 3 seconds; a heavy deck cannot.If your opponent aggressively rushes the bridge at 0:01, they are gambling that you have a bad starting hand.Do not let a bad starting hand tilt you into losing the next five matches.
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Testing the Waters
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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>However, if the opponent happens to have the perfect hard-counter in their opening hand, your aggressive first play will be effortlessly destroyed.<br>
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Opening StrategyThe GamblePotential RewardThe 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 secondsSlow PlayVery 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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Embracing the RNG
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<br>The developers intentionally maintain the randomness of starting hands to ensure that matches do not become perfectly scripted, robotic sequences of identical plays.<br>
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<br>You cannot control the shuffle, but you can control your reaction to it.<br>
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