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<br>When players discuss the most critical, game-winning cards in their deck, they rarely mention the humble 2-elixir small spells.<br> |
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<br>Using a 2-elixir spell to perfectly counter a 5-elixir threat is the mathematical foundation of victory in the arena.<br> |
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Choosing Your Cheap Magic |
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<br>The three premier small spells—The Log, Zap, and Giant Snowball—each offer completely unique mechanics, and choosing the right one dictates your playstyle.<br> |
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<br>The Zap is the ultimate utility spell; it hits both air and ground, deploys instantly with zero travel time, and crucially, resets the attack animation of any unit it hits.<br> |
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Save your magic.Always try to clip the enemy Princess tower.You must lead your targets perfectly with the Snowball. |
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The Mind Games of Magic |
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<br>If you send a Hog Rider at the bridge, and you know the opponent's only counter is a Skeleton Army, you do not wait to see the skeletons.<br> |
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<br>If your Musketeer is fighting an enemy Mega Minion, she will normally die and leave the Minion alive with a sliver of health.<br> |
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Advanced TacticHow to do itThe Aggro ResetZap an enemy unit that is locked onto your weak tower; it will instantly retarget onto the healthy Ice Golem you just placed next to itThe Knockback StallUse Snowball to knock an enemy Balloon away from your tower, buying your Musketeer enough time to shoot it down before it drops a bomb |
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The Discipline of Holding Your Spell |
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<br>The most difficult aspect of using small spells is knowing when NOT to cast them.<br> |
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<br>Sometimes, the threat of the spell is more powerful than the spell itself.<br> |
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