diff --git a/Mastering-Beatdown-Decks-in-Tower-Rush.md b/Mastering-Beatdown-Decks-in-Tower-Rush.md
new file mode 100644
index 0000000..e11e425
--- /dev/null
+++ b/Mastering-Beatdown-Decks-in-Tower-Rush.md
@@ -0,0 +1,15 @@
+
The philosophy is brutally simple: construct a massive, incredibly expensive push centered around a high-hitpoint tank that the opponent mathematically cannot stop.
+
While it may look easy to just drop a massive Golem and win, playing Beatdown at a high level requires incredible patience and resource management.
+The Art of the Sacrifice
+
Because your deck is full of expensive, heavy cards, you cannot afford to play a fast-paced defensive game against a cycle deck.
+
Therefore, a true Beatdown player views their Princess tower health as a currency to be spent freely.
+Beatdown shines in double elixir.Space them out.Reset, absorb damage, and wait for the double elixir phase.
+The Unstoppable Push
+
A Golem or Giant is virtually useless on its own; it will simply be surrounded and killed by cheap skeletons.
+
If you have a Night Witch for melee DPS and bat swarms, you also need a Baby Dragon or Electro Dragon to provide splash damage against enemy swarms.
+Strategy StageWhat to DoSingle Elixir (First 2 Minutes)Play passively; use support units defensively behind your tower, then drop the tank in front of them for a 'free' counter-pushDouble Elixir (Final Minute)Drop the tank in the absolute back, ignore minor enemy attacks, and dump every drop of elixir into support units behind the tank
+The Psychological Weight of the Push
+
This often induces panic, causing them to make desperate, ill-advised attacks that you can easily crush.
+
Let them scratch your armor; you are preparing to bring down the whole castle.
+
+If you loved this informative article in addition to you would want to get more details relating to [tower rush](http://www.arkproject.top/jeniferbastyan) i implore you to go to our own web page.
\ No newline at end of file