Add Top Cards for Sudden Death in Tower Rush

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<br>When the standard three-minute match timer expires and the game enters Overtime, the fundamental rules of engagement shift dramatically.<br>
<br>A massive, slow-moving Golem that takes thirty seconds to cross the map is often useless in a panicked Sudden Death scenario.<br>
The Unblockable Finishers: Heavy Spells
<br>You completely abandon all ground attacks and simply launch massive damage spells directly at their tower while defending flawlessly.<br>
<br>The Lightning spell is the secondary option; while it deals slightly less damage than the Rocket, it deploys almost instantly and has a massive radius, making it impossible to miss.<br>
You must play perfect defense for a full minute to pull this off.Do not let them breathe.Poison is risky in Sudden Death because it takes 8 seconds to deal its full damage.
Instant Deployers and Bridge Threats
<br>The opponent must guess exactly which tile he will pop up on to defend him; if they guess wrong, the Miner gets two or three guaranteed hits, which is often enough to secure the win.<br>
<br>If the opponent makes a slight defensive error or overcommits by 2 elixir, a Bandit dropped at the bridge will dash to the tower in less than two seconds.<br>
Match StateThe ExecutionOpponent tower is at 400 HPImmediate Spell Cycle; ignore attacking with troops, defend flawlessly, and launch the Rocket/Fireball for the guaranteed winBoth towers are at full HP in OTPlay incredibly safe; rely on Miners or Goblin Barrels for safe chip damage; never play an 8-elixir tank in the back
The Clutch Mindset
<br>Know your spell damage, trust your defensive rotation, and strike with absolute certainty.<br>
<br>Leave the panic to your opponent.<br>
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