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.


The Unwinnable Opening


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


You are forced to awkwardly defend a fast, aggressive threat using heavy spells or expensive win conditions, resulting in a terrible elixir trade and massive tower damage.


  • A cheap deck can fix a bad rotation in 3 seconds; a heavy deck cannot.
  • If you have the perfect counter, you win the game instantly.
  • Accept that RNG will occasionally screw you.

The First Play Gamble


You are essentially gambling that the opponent's specific defensive counters are buried deep in their 7th or 8th card slot.


However, if the opponent happens to have the perfect hard-counter in their opening hand, your aggressive first play will be effortlessly destroyed.


The MechanicImpact on Opening
Weight of the DeckHeavier decks suffer exponentially more from bad starting hands because they cannot afford to cycle useless cards away
Fixed Starting Hands in Tournaments (Requested Feature)The community constantly asks developers to let players choose their opening 4 cards to remove this RNG entirely, but devs refuse, claiming RNG keeps the game exciting

The Chaos of the Arena


It is the necessary sprinkle of chaos that makes the genre endlessly replayable.


Luck favors the prepared mind.



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