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While troops and buildings form the physical foundation of your deck, spells represent your direct, unblockable influence over the battlefield.
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Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.
+The Game Enders
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If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.
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The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.
+Do not use 6 elixir to kill a single 4-elixir unit.Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.Only cast it when the enemy unit is stationary, or lead your target perfectly.
+The Rotational Spells
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Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.
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The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.
+The ToolBest Used ForThe CardsSmall Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, ArrowsUtility / Displacement (1-3 Elixir)Physically moving enemy units to group them up for splash damage or pulling them to the King towerTornado, Freeze, Clone
+Balancing Your Magic
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Decks that run only one spell are easily countered by 'Bait' strategies.
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Choose your spells to perfectly cover the weaknesses of your primary win condition.
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