Add Mastering Siege Decks in Tower Rush
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<br>Siege players use massive artillery buildings—specifically the X-Bow or the Mortar—planted firmly on their own side of the map to snipe the enemy base from afar.<br>
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<br>This playstyle is often viewed as incredibly toxic by the community because it forces the opponent to constantly play offense against a heavily fortified position.<br>
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The Defensive Wall
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<br>Your sole objective is to protect that X-Bow at all costs; if it locks onto the enemy tower for even five seconds, the game is practically won.<br>
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<br>To achieve this, Siege decks are usually filled with extremely cheap, high-value defensive cards like Knights, Archers, and Skeletons.<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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The Mortar vs. The X-Bow
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<br>The X-Bow is a high-risk, high-reward machine gun; it costs 6 elixir and requires intense, immediate protection, but it can shred a tower from 100% to 0% in seconds.<br>
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<br>The Mortar's blind spot also makes it uniquely difficult to destroy with melee units, as it will simply ignore them and continue firing at the tower while your cheap troops defend it.<br>
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Enemy CounterHow 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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The Mental Toll of Siege
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<br>Playing a Siege deck is incredibly stressful; every match feels like a frantic puzzle of perfect placements and micro-interactions.<br>
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<br>Welcome to the artillery division.<br>
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