Mastering Spells in Tower Rush

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Maximize your value. Use zap to reset targeting.

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 ClassOptimal Play
Four-Cost MagicDestroying grouped support units behind a tank
High-Damage SpellsInstantly 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.



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