Add Mastering Spells in Tower Rush
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<br>While massive tanks and rapid-firing archers often steal the spotlight, spells are the true silent killers of the arena.<br>
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<br>However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.<br>
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Mastering Cheap Magic
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<br>Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.<br>
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<br>Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.<br>
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Save it for swarms.If an inferno tower locks onto your giant, zap it to reset the damage beam.A deck without cheap removal will be destroyed by bait strategies.
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The Heavy Spells: Destruction and Value
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<br>Heavy spells, such as fireball, poison, or rocket, are expensive investments that require careful calculation before casting.<br>
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<br>Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.<br>
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Magic TacticDangerSpell CyclingExtremely risky in single elixir, as it leaves you defenselessPre-firingCatastrophic if the opponent places nothing, wasting 4 mana
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Spell Selection
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<br>Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.<br>
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<br>Always ensure your spells cover the inherent weaknesses of your primary troops.<br>
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