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.
A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.
It is the most reliable spell.If you know they will play a goblin gang, drop the log before they even spawn.Know the exact damage your spell does.
The Heavy Spells: Destruction and Value
If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
Magic CategoryPrimary UseFireball / PoisonCreating consistent chip damageHeavy MagicFinishing off a tower from 500+ hitpoints
The Perfect Match
A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.
Magic is a precise science in the arena; treat it with the respect it deserves.
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