Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.
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.
- Maximize your value.
- Use zap to reset targeting.
- It is non-negotiable.
Massive Area Damage
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.
| Spell Class | Optimal Play |
|---|---|
| Four-Cost Magic | Destroying grouped support units behind a tank |
| High-Damage Spells | Instantly deleting massive threats like Sparky or X-Bow |
Spell Selection
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.
In the event you loved this information and you wish to receive much more information with regards to tower rush i implore you to visit our web site.