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.
Small Spells, Big Impact
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 Spells: Destruction and Value
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
| Spell Type | Best Scenario |
|---|---|
| Fireball / Poison | Creating consistent chip damage |
| Heavy Magic | Finishing off a tower from 500+ hitpoints |
Synergizing Spells with Your Deck
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
Master the geometry, memorize the exact damage numbers, and your spells will never fail you.
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