This period is usually about making efficient defense and getting a counter push for the last bit of damage. By now you should have a good idea on what opponent deck has, their win condition and how you would defend. But that does not mean too much as all a big push opponent needs to do is a one giant push to seal the deal. Especially against slow deck you will have a distinct health advantage. You should be in all alert for retaliation from opponent. ![]() If by the time last minute is in and you barely get any damage in, it can be a tough uphill battle especially against deathball push like 3M and Pekka. It is not a good sign if theirs are still healthy. So ideally you should try to get their tower down to 1k before entering in overtime. The deck is at its strongest when both side are tight on amount of elixir they have. Don’t be afraid to cycle out less important card in the matchup. Focus on thinking about defense efficiently and translate to gradual chip damage on opponent. Poke with your unit, try to switch around some tactic if the old one does not work. It is not uncommon that I save it up for last minute to seal the overtime deal. By doing so you (1) put yourself in dangerous level of elixir, (2) get minimal value out of it as your unit are already lured and possibly do enough damage on the structure already and (3) just in case you need it to take care of something real nasty and (4) give away the surprise.
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