diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..4ad2270 --- /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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However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.
+Mastering Cheap Magic +
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
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Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
+The log is unparalleled for ground defense.Win the mind game.Use small spells to finish off weak towers in overtime. +Massive Area Damage +
Heavy spells, such as fireball, poison, or rocket, are expensive investments that require careful calculation before casting.
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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.
+Spell ClassOptimal PlayFireball / PoisonDestroying grouped support units behind a tankHeavy MagicFinishing off a tower from 500+ hitpoints +Synergizing Spells with Your Deck +
A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.
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Magic is a precise science in the arena; treat it with the respect it deserves.
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