Add Mastering Spells in Tower Rush
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<br>A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.<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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The Light Spells: Cycle and Control
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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>A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.<br>
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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.
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The Heavy Spells: Destruction and Value
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<br>If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.<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 CategoryPrimary UseFireball / PoisonCreating consistent chip damageHeavy MagicFinishing off a tower from 500+ hitpoints
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The Perfect Match
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<br>A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.<br>
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<br>Magic is a precise science in the arena; treat it with the respect it deserves.<br>
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