A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
This article dives deep into the strategic application of both light and heavy spells to maximize your win rate.
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.
The log is unparalleled for ground defense.Win the mind game.Don't miscalculate the final blow.
Massive Area Damage
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
UsageDangerTower NukingHighly effective in double elixir when you can regenerate energy quicklyBlind CastingCatastrophic if the opponent places nothing, wasting 4 mana
The Perfect Match
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
Magic is a precise science in the arena; treat it with the respect it deserves.
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