The Role of RNG and Starting Hands in Tower Rush

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This initial dose of RNG can drastically alter the flow of the match, occasionally creating scenarios where a player is mathematically guaranteed to take massive damage before they can even react If.

However, there is one unavoidable element of pure, unadulterated luck that infects every single match from the very first second.


This initial dose of RNG can drastically alter the flow of the match, occasionally creating scenarios where a player is mathematically guaranteed to take massive damage before they can even react.


The Nightmare Scenario: Getting 'Starting Handed'


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.


  • If you have a terrible starting hand, play completely passively.
  • Identify your cheapest 'cycle' card in your opening hand.
  • Never panic and drop your 8-elixir win condition defensively just because you have nothing else.

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.


If your gamble pays off, your attacker will completely bypass their awkward, improvised defense and deal massive damage, securing a permanent lead for the rest of the game.


The MechanicThe Reality
Deck Average Elixir CostHeavier 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 Element of Chance


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


Luck favors the prepared mind.



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