diff --git a/Defeating-Golem-Decks-in-Tower-Rush.md b/Defeating-Golem-Decks-in-Tower-Rush.md new file mode 100644 index 0000000..5751da7 --- /dev/null +++ b/Defeating-Golem-Decks-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
If you allow a Beatdown player to execute their strategy flawlessly, there is mathematically no combination of cards that can stop a fully supported Golem push from destroying your tower.
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This guide will teach you how to apply precise pressure, punish expensive investments, and dismantle the Beatdown engine before it starts running.
+Striking When They Are Weak +
The exact millisecond an opponent places a Golem behind their King Tower, they have spent 8 elixir, leaving them with a maximum of 2 elixir to defend any immediate threats.
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They are forced into a terrible dilemma: they must either let you destroy their opposite tower completely, or they must desperately spend their generating elixir to defend your attack.
+The 'Punish' must be a true threat.If you successfully take their opposite tower during the punish, you can often afford to completely sacrifice your own tower to the Golem to reset the board state.Beatdown players expect the punish. +Dismantling the Deathball +
If you fail to punish the Golem drop, or the game is in Double Elixir, you will eventually have to defend a fully supported push at your bridge.
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Once the support troops cross the river, you instantly drop a 'mini-tank' (like a Valkyrie or Knight) directly on top of them, completely ignoring the Golem.
+The StageHow to PlaySingle Elixir (First 2 Minutes)Aggressively punish every single time they play an expensive card; you must secure a massive damage lead earlyDouble Elixir (Final Minute)Play hyper-defensively; use buildings to pull the Golem to the center and focus all your spells on killing their support troops +Do Not Fear the Rock +
You must fight smart, not hard.
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The bigger they are, the harder they fall.
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