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However, there is one unavoidable element of pure, unadulterated luck that infects every single match from the very first second.
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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.
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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.
+The 'Starting Hand' issue is why most professional players prefer low-cost cycle decks.If you have the perfect counter, you win the game instantly.Accept that RNG will occasionally screw you.
+Testing the Waters
+
Conversely, the RNG of starting hands creates opportunities for massive, immediate advantages if you are willing to take a calculated risk.
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They will then launch a massive counter-push with a significant elixir advantage, likely resulting in you losing a tower immediately.
+The StartDangerThe BenefitInstant AttackExtremely 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 secondsThe Passive CycleVery 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
+The Chaos of the Arena
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The developers intentionally maintain the randomness of starting hands to ensure that matches do not become perfectly scripted, robotic sequences of identical plays.
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Luck favors the prepared mind.
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+For more information about [tower rush](https://qflirt.net/@rexgresswell2) review our own webpage.
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