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Beneath the vibrant animations and chaotic battles of every arena game lies a rigid, unyielding economic system.
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Every time you place a card, you are making a financial transaction, betting your current energy against the opponent's available energy.
+The Ticking Clock
+
The only way one player can mathematically gain an advantage is if the other player 'leaks' elixir by sitting at the maximum cap of 10.
+
If your opponent plays a card immediately at 10, they are now mathematically ahead of you by one point.
+Keep the bar moving.You must increase your Actions Per Minute (APM) significantly to keep up.Punish them.
+The Profit Margin
+
The entire goal of defensive play is to execute 'positive elixir trades', where you spend less energy to destroy a push than the opponent spent to create it.
+
The game is won by the player who accumulates the highest total 'profit' over the three-minute duration.
+The ExchangeProfit/LossThe AdvantageUsing The Log (2) to kill a Goblin Barrel (3)3 - 2 = +1A slight positive trade; highly repeatable and safeUsing a Lightning Spell (6) to kill a lone Musketeer (4)4 - 6 = -2A terrible negative trade; only acceptable if the lightning also hits the tower to win the game
+Playing the Math
+
To become a Grandmaster, you must develop a secondary mental process that constantly runs the math in the background of your mind.
+
The math is cold, unforgiving, and absolute.
+
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