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| <br>Spells are the only cards in the game that can be placed absolutely anywhere on the map instantaneously, bypassing all normal rules of pathing and aggro.<br> | |||||
| <br>This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.<br> | |||||
| The Game Enders | |||||
| <br>If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.<br> | |||||
| <br>Poison provides identical total damage but spreads it out over several seconds, making it the absolute hard-counter to continuous Spawner buildings or Graveyard spells.<br> | |||||
| Never cast a heavy spell on a lone enemy unit unless it is a life-or-death defense.You must know exactly when you can 'spell out' the tower to win the game.Save it for their primary defensive anchor or support units. | |||||
| The Small Spells: Utility and Cycle | |||||
| <br>Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.<br> | |||||
| <br>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br> | |||||
| Spell CategoryOptimal ScenarioTop ChoicesHeavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, LightningMedium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison | |||||
| The Spell Portfolio | |||||
| <br>Decks that run three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.<br> | |||||
| <br>Your magic is your most reliable weapon; wield it with absolute precision.<br> | |||||
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