Add Mastering Spells in Tower Rush
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<br>A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.<br>
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<br>This article dives deep into the strategic application of both light and heavy spells to maximize your win rate.<br>
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The Light Spells: Cycle and Control
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<br>Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.<br>
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<br>Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.<br>
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The log is unparalleled for ground defense.Win the mind game.Don't miscalculate the final blow.
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Massive Area Damage
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<br>Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.<br>
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<br>Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.<br>
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UsageDangerTower NukingHighly effective in double elixir when you can regenerate energy quicklyBlind CastingCatastrophic if the opponent places nothing, wasting 4 mana
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The Perfect Match
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<br>Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.<br>
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<br>Magic is a precise science in the arena; treat it with the respect it deserves.<br>
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