Mastering Siege Decks in Tower Rush
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However, there is one highly specialized, deeply controversial archetype that completely ignores this fundamental rule: the Siege deck.

This playstyle is often viewed as incredibly toxic by the community because it forces the opponent to constantly play offense against a heavily fortified position.
The Core Philosophy: Defend the Artillery
Your sole objective is to protect that X-Bow at all costs; if it locks onto the enemy tower for even five seconds, the game is practically won.

To achieve this, Siege decks are usually filled with extremely cheap, high-value defensive cards like Knights, Archers, and Skeletons.
If you know they will use a Skeleton Army to distract the X-Bow, hover your Log and drop it the second the X-Bow deploys.Don't waste elixir saving a failed attack.It provides incredible defense and stalls the game until you can launch an offensive one. Different Flavors of Siege
The X-Bow is a high-risk, high-reward machine gun; it costs 6 elixir and requires intense, immediate protection, but it can shred a tower from 100% to 0% in seconds.

The Mortar, conversely, is a slow, methodical 4-elixir cannon that lobs massive splash-damage boulders.
The BuildingStatsHow to Use ItRapid Fire6 Elixir, fast firing, high overall DPSRequires absolute dedication to defending it; relies on out-cycling enemy tanks for a direct lock-onThe Mortar4 Elixir, slow firing, splash damageCan be used defensively to clear swarms, or offensively for slow, consistent chip damage over the whole match The Most Hated Archetype
You are playing a strategy designed specifically to deny the opponent the ability to play their own game.

It is the ultimate control archetype, demanding flawless execution and cold, mathematical precision.

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