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Cycle decks completely abandon the concept of massive, overwhelming pushes in favor of relentless, high-speed, low-cost micro-engagements.
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This article breaks down the immense advantages and crippling disadvantages of adopting the fast-paced cycle lifestyle.
+The Advantages of Speed
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Because your cards cost so little, you can rapidly play four cards to 'cycle' back to your primary win condition (like a Hog Rider or Miner) before the opponent can cycle back to their specific defensive counter.
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Furthermore, cycle decks are incredibly resilient against heavy spells.
+Never let them breathe.You rely on kiting and pulling units to the center rather than blocking them with high hitpoints.You are constantly playing 1-elixir cards in the back to keep the energy flowing and your hand moving.
+The Cons: Zero Margin for Error
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Because you do not have heavy tanks or massive splash-damage troops, you must defend perfectly using cheap, fragile units like skeletons and ice spirits.
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When the opponent is generating elixir twice as fast, they can afford to play multiple heavy threats simultaneously, completely overwhelming your cheap defenses.
+ProExecutionFast HandsPlaying your win condition faster than the opponent can draw their defensive buildingMicro-DefenseDefending a 5-elixir threat using only 2 elixir worth of perfectly placed distraction units
+Is Cycle Right For You?
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It is not a relaxing playstyle; it is a high-stress, high-APM endurance test.
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Winning a match by flawlessly defending a massive army with a handful of skeletons is the ultimate flex.
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+Here is more info in regards to [tower rush](https://118.41.199.103:4443/stevenamey7085/steven1989/wiki/Mastering+Double+Elixir+in+Tower+Rush) have a look at the webpage.
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