diff --git a/The-Role-of-RNG-in-Competitive-Tower-Rush-Mechanics.md b/The-Role-of-RNG-in-Competitive-Tower-Rush-Mechanics.md
new file mode 100644
index 0000000..48d3982
--- /dev/null
+++ b/The-Role-of-RNG-in-Competitive-Tower-Rush-Mechanics.md
@@ -0,0 +1,13 @@
+
Players constantly argue over whether randomness adds exciting unpredictability or ruins the integrity of esports.
+
However, it still exists in subtle ways that can completely alter the outcome of a very close match.
+Initial Deck Shuffling
+
Your starting hand is entirely random, which can immediately put you at a massive disadvantage against an aggressive opening.
+
Once the initial hand is played, the rotation becomes fixed, and pure skill and memory take over.
+Never run a deck that is too heavy.Cycle your cheapest cards in the back.Accept that sometimes you will lose to a lucky start.
+Unit Targeting and Pathfinding
+
Sometimes a unit will retarget unexpectedly due to a micro-movement by another troop, completely ruining your defensive setup.
+
Relying on a unit's aggro range down to the exact pixel is risky because tiny bumps can alter their trajectory.
+Genre TypeLevel of LuckAuto-ChessExtremely High - Relies entirely on shop rolls and item dropsStandard [Tower Rush](https://git.wikiofdark.art/glenmcevoy8565)Highly skill-dependent after the first 30 seconds
+Embracing the Chaos
+
Getting angry at a bad starting hand only causes you to make further mistakes and lose the match entirely.
+
Over the course of a thousand games, the luck factor completely evens out for everyone.
\ No newline at end of file