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..f0184c7
--- /dev/null
+++ b/Building the Perfect Deck for Card-Based Tower Rush Games.-.md
@@ -0,0 +1,13 @@
+
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 Core Components
+
Missing even one of these crucial components will leave a gaping hole in your strategy that smart opponents will exploit.
+
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.Include at least two spells.Flying units will destroy you otherwise.
+The Cost of War
+
A deck with a very low average cost (under 3. If you beloved this short article and you would like to get a lot more facts about [tower rush](https://housingyards.com/author/susannahsquire/) kindly stop by our own web-site. 0) is known as a 'Cycle Deck', relying on out-pacing the opponent's heavy counters.
+
If it is too light, you will lack the raw damage required to break through a heavily fortified defensive position.
+RoleGood ChoiceWhy It's NeededTower TakerBalloon, Royal Giant, X-BowThe only reliable way to deal massive damage to the enemy structuresCheap RemovalZap, The Log, SnowballInstantly clears cheap swarm units that threaten your main attacker
+Testing and Tweaking
+
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.
\ No newline at end of file