Add Surviving Double Elixir in Tower Rush

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<br>For the first two minutes of a standard arena battle, the game is a delicate, methodical chess match.<br>
<br>The doubled generation rate means you are suddenly forced to make tactical decisions twice as fast, managing massive armies on both sides of the screen simultaneously.<br>
The Shift in Deck Viability
<br>During the first two minutes, cheap, fast cycle decks hold a massive advantage; they can easily outpace heavy beatdown decks that struggle to afford their 8-elixir tanks.<br>
<br>You must shift from aggressive offense to hyper-focused defense, frantically cycling your cheap buildings to stall the massive, unstoppable tidal wave approaching your tower.<br>
The math has changed; your strategy must change with it.Just survive until the one-minute mark.You can afford to throw a 6-elixir Rocket if the game is close.
Sensory Overload and Panic Spells
<br>This leads to 'Panic Spells'—dropping a Fireball that completely misses the target, or Logging a heavy tank instead of the swarm behind it.<br>
<br>Breathe deeply, look exactly at the tiles where you need to place your defenses, and execute your plan systematically, completely ignoring the opponent's aggressive emotes.<br>
The Player's MindHow They PlayTilted / PanickedSpams cards randomly at the bridge without synergy, misses crucial spells, leaks elixir while thinkingFocused / 'In the Zone'Ignores minor damage to build massive pushes, executes perfect predictive spells, maintains absolute control of the pace
Why We Play
<br>The feeling of perfectly defending a massive, chaotic push in the final ten seconds of a match provides an unparalleled rush of adrenaline.<br>
<br>Embrace the chaos, trust your reflexes, and do not blink.<br>
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