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Mastering Siege Decks in Tower Rush
However, there is one highly specialized, deeply controversial archetype that completely ignores this fundamental rule: the Siege deck.
Playing Siege requires an entirely different skill set than standard beatdown or cycle decks; it demands absolute geometric precision and flawless defensive mechanics.
The Core Philosophy: Defend the Artillery
Your sole objective is to protect that X-Bow at all costs; if it locks onto the enemy tower for even five seconds, the game is practically won.
You are essentially building a localized, impenetrable wall of cheap units directly in front of the X-Bow, creating a defensive meat-grinder.
- Patience is mandatory.
- Pre-place defensive buildings (like a Tesla) before playing the X-Bow.
- If you know they have a Golem in hand, do not play the X-Bow; they will just use the Golem to block the shots.
Choosing Your Artillery
While both are Siege weapons, the Mortar and the X-Bow require vastly different playstyles and deck compositions.
The Mortar’s blind spot also makes it uniquely difficult to destroy with melee units, as it will simply ignore them and continue firing at the tower while your cheap troops defend it.
| The Threat | The Counterplay |
|---|---|
| Heavy Tanks (Golem, Giant) blocking the shots | Play hyper-defensively; use the Siege weapon purely as a defensive building in the center to stall for a draw |
| Heavy Spells (Rocket, Lightning) destroying the weapon | You must out-cycle their spell; play your X-Bow faster than they can draw their Rocket |
The Most Hated Archetype
You are playing a strategy designed specifically to deny the opponent the ability to play their own game.

Master the geometry, build the wall, and snipe them from safety.
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