A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
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
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
- Never waste a small spell on a single, high-health target.
- Timing is critical.
- A deck without cheap removal will be destroyed by bait strategies.
The Heavy Hitters
If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.
| Magic Tactic | Danger |
|---|---|
| Spell Spam | Highly effective in double elixir when you can regenerate energy quickly |
| Pre-firing | Catastrophic if the opponent places nothing, wasting 4 mana |
Spell Selection
A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.
Always ensure your spells cover the inherent weaknesses of your primary troops.
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