The Role of RNG and Starting Hands in Tower Rush

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However, there is one unavoidable element of pure, unadulterated luck that infects every single match from the very first second.


This article explores the controversial role of starting hands and how to survive the chaotic first fifteen seconds of a match.


When Luck Fails You


For example, imagine you are playing a deck with a Cannon and a Log to defend against Hog Riders and Goblin Barrels.


This is intensely frustrating because the damage was not caused by a strategic error or a misplay, but purely by the random shuffle of the deck.


  • Don't rush.
  • Identify your cheapest 'cycle' card in your opening hand.
  • Never panic and drop your 8-elixir win condition defensively just because you have nothing else.

Testing the Waters


If your opening hand contains your primary win condition and a supporting spell, you can launch a full-scale assault the exact second the match begins.


They will then launch a massive counter-push with a significant elixir advantage, likely resulting in you losing a tower immediately.


The StartThe GambleThe Benefit
Aggressive OpenExtremely High; if they have the perfect counter, you are immediately down 4-5 elixirMassive; if they have a bad starting hand, you might take half their tower health in the first 10 seconds
Slow PlayVery Low; splitting cheap skeletons in the back commits almost no elixirModerate; allows you to safely scout their deck and fix your own rotation for the mid-game

Embracing the RNG


The developers intentionally maintain the randomness of starting hands to ensure that matches do not become perfectly scripted, robotic sequences of identical plays.


Play the hand you are dealt, minimize the damage, and wait for your moment to strike back.



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