diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..a462c5c --- /dev/null +++ b/Mastering-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.
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However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.
+The Light Spells: Cycle and Control +
Cards like the log, zap, or snowball are absolutely essential for protecting your main win condition from being instantly overwhelmed.
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Beyond simple removal, light spells also provide incredible utility, such as stunning enemies or knocking them backward.
+It pushes everything back and provides chip damage.If you know they will play a goblin gang, drop the log before they even spawn.Know the exact damage your spell does. +Massive Area Damage +
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
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However, if you use a heavy spell to kill a cheap unit, you will instantly find yourself at a massive elixir disadvantage.
+Spell ClassOptimal PlayFour-Cost MagicDamaging the tower while killing a defending wizardRocket / LightningBypassing all defenses completely +Synergizing Spells with Your Deck +
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
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Always ensure your spells cover the inherent weaknesses of your primary troops.
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