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If both players are equally matched and execute flawless defenses, the game inevitably pushes past the standard time limit and enters Overtime.
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You are no longer trying to build a massive, complex push to three-crown the enemy; you only need to secure one final, decisive blow.
+Nuking the Tower
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You use your cheapest cycle cards (like Skeletons and Ice Spirits) to rapidly rotate your deck until your Rocket or Fireball is back in your hand.
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However, if you calculate the math wrong and they destroy your tower with troops before your spells finish theirs, you will lose in incredibly frustrating fashion.
+If you are both spelling the towers, you must cycle faster than they do.A 10-elixir spell cycle leaves you very vulnerable to a sudden counter-attack.A Log and a Zap might provide the final 200 damage needed without spending 6 elixir on a Rocket.
+The Sucker Punch
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As overtime begins, the opponent will inevitably hyper-focus all their defensive attention and buildings on that one damaged lane.
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Because they are suffering from extreme tunnel vision and lack elixir, they will be completely caught off guard and unable to defend.
+The SituationHow to WinBoth Towers Under 500 HPImmediate, aggressive spell cycling while using cheap distraction units to stall their spell cycleYour Tower 2000 HP, Theirs 500 HPPlay hyper-defensive 'turtle' mode; take absolutely zero risks and slowly spell their tower out over 2 minutes
+The Ice in Your Veins
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Take a deep breath when the overtime music starts playing.
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Earn it with a cold, calculating mind.
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