Add Top Cards for Sudden Death in Tower Rush
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<br>When the standard three-minute match timer expires and the game enters Overtime, the fundamental rules of engagement shift dramatically.<br>
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<br>A massive, slow-moving Golem that takes thirty seconds to cross the map is often useless in a panicked Sudden Death scenario.<br>
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The Spell Cycle Enders
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<br>The Rocket is the absolute king of Sudden Death; it deals the highest burst damage in the game, capable of taking nearly 600 hitpoints off a tower instantly.<br>
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<br>Every top-tier competitive deck must include at least one heavy spell specifically designed to close out tight matches in Sudden Death.<br>
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The Fireball is great for chip damage, but it takes 3 or 4 cycles to kill a healthy tower in overtime.If the opponent is spell cycling you, you must pressure them so heavily they cannot afford to spend 6 elixir on a spell.If you cast Poison, they might cast a Rocket and win before your Poison finishes ticking.
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Fast Damage in Overtime
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<br>The Miner is the quintessential Sudden Death troop; because he tunnels underground, he can be deployed directly on the enemy tower instantly.<br>
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<br>Similarly, fast 'Bridge Spam' units like the Bandit or the Royal Ghost are terrifying in Overtime.<br>
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Sudden Death SetupThe ExecutionOpponent tower is at 400 HPImmediate Spell Cycle; ignore attacking with troops, defend flawlessly, and launch the Rocket/Fireball for the guaranteed winBoth towers are at full HP in OTPlay incredibly safe; rely on Miners or Goblin Barrels for safe chip damage; never play an 8-elixir tank in the back
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The Psychology of the Final Hit
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<br>Playing in Sudden Death is an intense test of nerves and mathematical precision.<br>
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<br>Be the player who calculates the win.<br>
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