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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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