Add The Control Archetype in Tower Rush

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<br>Control decks are entirely reactive; they have absolutely no intention of launching massive, proactive attacks at the bridge.<br>
<br>You are not trying to crush the opponent; you are trying to out-math them, forcing them into increasingly desperate, negative elixir trades.<br>
The Defensive Anchor and Positive Trades
<br>Your goal is to use this building, supported by cheap spells and versatile ranged units, to perfectly counter whatever the opponent throws at you.<br>
<br>If the opponent spends 8 elixir on a massive push, and you perfectly defend it using only your 4-elixir Tesla and 2-elixir Log, you have generated a +2 elixir profit.<br>
A well-placed Poison spell not only kills the enemy push but prevents them from playing support troops in that area for seconds.Do not rush your counter-attacks.It guarantees slow, steady chip damage while you focus 90% of your attention on pure defense.
The Slow Death
<br>The Miner, Goblin Barrel, and continuous spell cycling (like throwing Fireballs) are the primary tools used to achieve this slow death.<br>
<br>By the time the match reaches sudden death, their tower is perfectly primed to be destroyed by a single, unblockable Rocket or Lightning spell.<br>
The MethodHow it WorksThe ResultThe Spell Cycle FinishUsing all elixir in overtime purely for heavy spells while defending with cheap cycle cardsGuarantees unblockable tower damage, winning the game regardless of the opponent's defensive strengthThe Miner Poison ComboSending a Miner to the tower and instantly covering the area in Poison to kill their defensive swarmsSecures guaranteed chip damage while simultaneously destroying the opponent's counter-attack troops
The Ultimate Test of Will
<br>You are a martial artist, using the opponent's own aggressive momentum and weight against them.<br>
<br>Let them rage, let them spam emotes, let them exhaust their resources.<br>
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