diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..0b0c3b9 --- /dev/null +++ b/Mastering-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.
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Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
+The Light Spells: Cycle and Control +
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
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Beyond simple removal, light spells also provide incredible utility, such as stunning enemies or knocking them backward.
+Maximize your value.Use zap to reset targeting.It is non-negotiable. +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.
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Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
+Spell TypeBest ScenarioFour-Cost MagicDestroying grouped support units behind a tankRocket / LightningFinishing off a tower from 500+ hitpoints +Synergizing Spells with Your Deck +
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
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Magic is a precise science in the arena; treat it with the respect it deserves.
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