diff --git a/Defeating-Fast-Decks-in-Tower-Rush.md b/Defeating-Fast-Decks-in-Tower-Rush.md
new file mode 100644
index 0000000..c874aa4
--- /dev/null
+++ b/Defeating-Fast-Decks-in-Tower-Rush.md
@@ -0,0 +1,15 @@
+
There is a distinct, panic-inducing feeling that occurs when you realize your opponent is playing a hyper-fast Cycle or Bridge Spam deck.
+
Fast decks prey entirely on players who panic, over-defend, and leak elixir.
+Breaking Their Momentum
+
The primary win condition of any Cycle deck is out-pacing your specific defensive counter.
+
They are forced to spend their cheap cycle spells (like Fireball or Log) specifically to destroy your building, severely hindering their ability to cycle quickly.
+Never over-defend a fast push.Your building is your lifeline.Geometry is your best defense.
+Surviving Until Overtime
+
If you are playing a heavy Beatdown deck against a fast Cycle deck, you must accept that the first two minutes of the game will be miserable.
+
You can now afford to drop your massive 8-elixir tank in the back and still have plenty of elixir to defend their desperate Bridge Spam attempts on the opposite lane.
+Defensive TacticThe ResultThe High Middle PlantPlacing your defensive building very high by the river to instantly intercept fast 'river-jumping' units like the Bandit or Royal GhostThe Predictive LogRolling a Log at the bridge exactly when you expect them to spam cheap units, instantly clearing their push and granting a positive trade
+The Calm Before the Storm
+
Fast decks rely heavily on causing panic and capitalizing on the clumsy, expensive mistakes that follow.
+
Speed is an illusion if it crashes into an unmovable object.
+
+If you enjoyed this article and you would such as to get even more details relating to [tower rush](https://apartmentforrentals.com/author/donmcwhae30396/) kindly browse through our website.
\ No newline at end of file