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..f027f5e
--- /dev/null
+++ b/Building the Perfect Deck for Card-Based Tower Rush Games.-.md
@@ -0,0 +1,13 @@
+
Building the perfect roster requires a deep understanding of synergy, mana curves, and the current competitive meta.
+
Many beginners simply throw all their favorite, highest-level, or flashiest legendary cards into one deck and hope for the best.
+The Core Components
+
A well-rounded deck must possess specific tools to handle a wide variety of threats you will encounter on the ladder.
+
Every successful deck revolves around a primary 'Win Condition'—the specific card designed to reliably damage the enemy tower.
+Skeletons or Ice Spirit help you rotate your deck faster.Have a dedicated tank killer.Keep it between 2. In case you have any kind of issues relating to exactly where in addition to the way to utilize [tower rush](https://addhouses.com/author/tyrellu4900141/), you'll be able to e mail us with our own site. 8 and 3.8 generally.
+The Cost of War
+
A high average cost (above 4.0) is a 'Beatdown Deck', designed to build one massive, unstoppable push during double elixir time.
+
If it is too light, you will lack the raw damage required to break through a heavily fortified defensive position.
+StyleElixir RangeProsControlVery CheapIncredible defensive flexibilityGolem3.8 - 4.5Absolutely unstoppable in double elixir
+Testing and Tweaking
+
Take notes on exactly what types of decks completely shut you down, and adjust your support cards accordingly.
+
Do not be afraid to experiment, but avoid changing your deck after every single loss.
\ No newline at end of file