diff --git a/Building the Perfect Deck for Card-Based Tower Rush Games.-.md b/Building the Perfect Deck for Card-Based Tower Rush Games.-.md
new file mode 100644
index 0000000..7666396
--- /dev/null
+++ b/Building the Perfect Deck for Card-Based Tower Rush Games.-.md
@@ -0,0 +1,15 @@
+
Your deck composition is the foundation of your entire success; a poorly constructed deck will fail regardless of your mechanical skill.
+
This usually results in a top-heavy, disjointed mess that cannot defend against cheap swarms or cycle fast enough to attack.
+The Essential Roles
+
You cannot build a deck that only attacks; you must have dedicated slots for defensive buildings, spells, and anti-air support.
+
Everything else in your eight-card roster is there to support that win condition or to defend your own towers.
+Choose ONE primary win condition.Spells provide guaranteed value.Flying units will destroy you otherwise.
+Balancing Your Elixir Average
+
The average elixir cost of your deck dictates exactly how fast you can play cards and cycle back to your win condition.
+
If it is too light, you will lack the raw damage required to break through a heavily fortified defensive position.
+Card SlotGood ChoiceFunctionWin ConditionBalloon, Royal Giant, X-BowThe only reliable way to deal massive damage to the enemy structuresSmall SpellZap, The Log, SnowballInstantly clears cheap swarm units that threaten your main attacker
+Evolving Your Roster
+
If you consistently lose to air decks, swap a ground melee unit for another ranged anti-air attacker.
+
Do not be afraid to experiment, but avoid changing your deck after every single loss.
+
+In case you beloved this informative article as well as you would like to be given more information concerning [tower rush](https://thewerffreport.com/@fredrichaveloc?page=about) kindly go to our internet site.
\ No newline at end of file