diff --git a/Winning-in-Sudden-Death-in-Tower-Rush.md b/Winning-in-Sudden-Death-in-Tower-Rush.md
new file mode 100644
index 0000000..0ff8bb0
--- /dev/null
+++ b/Winning-in-Sudden-Death-in-Tower-Rush.md
@@ -0,0 +1,15 @@
+
This is where the true heart-pounding tension of the genre shines: Sudden Death, where the first player to destroy a single tower wins the match instantly.
+
Entering overtime fundamentally alters the mathematics and psychology of the entire game.
+Nuking the Tower
+
You use your cheapest cycle cards (like Skeletons and Ice Spirits) to rapidly rotate your deck until your Rocket or Fireball is back in your hand.
+
During this phase, you must play absolute, perfect defense, dedicating 100% of your remaining troops to stopping their attacks while your spells slowly whittle away their tower.
+Watch the opponent's spell cycle too.Don't get cocky and ignore defense.A Log and a Zap might provide the final 200 damage needed without spending 6 elixir on a Rocket.
+Exploiting Tunnel Vision
+
As overtime begins, the opponent will inevitably hyper-focus all their defensive attention and buildings on that one damaged lane.
+
Because they are suffering from extreme tunnel vision and lack elixir, they will be completely caught off guard and unable to defend.
+OT SpecialistWhy It ShinesThe FinisherCan be placed directly on the weak tower instantly; forces the opponent to predict the exact placement tileSurprise MagicAllows your surviving troops just 3 seconds of uncontested attacks to secure the final blow; high risk, high reward
+The Ice in Your Veins
+
Overtime is designed to make you panic, causing your hands to sweat and your heart rate to spike.
+
Stick to your math, trust your cycle, and execute your final strategy with absolute precision.
+
+If you loved this short article and you would love to receive details regarding [tower rush](http://skillrizen.com/profile/melissahawkins) i implore you to visit our web-site.
\ No newline at end of file