diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..41930e9 --- /dev/null +++ b/Mastering-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
While massive tanks and rapid-firing archers often steal the spotlight, spells are the true silent killers of the arena.
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Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
+Small Spells, Big Impact +
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
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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.Win the mind game.Use small spells to finish off weak towers in overtime. +Massive Area Damage +
If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
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Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.
+Magic TacticDangerSpell CyclingExtremely risky in single elixir, as it leaves you defenselessBlind CastingCatastrophic if the opponent places nothing, wasting 4 mana +The Perfect Match +
A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.
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Magic is a precise science in the arena; treat it with the respect it deserves.
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