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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.
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Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
+The Light Spells: Cycle and Control
+
If your opponent surrounds your heavy tank with a skeleton army, a quick light spell instantly resolves the problem for a positive trade.
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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.
+It pushes everything back and provides chip damage.Win the mind game.Don't miscalculate the final blow.
+The Heavy Spells: Destruction and Value
+
If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
+
Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.
+UsageRisk LevelSpell CyclingExtremely risky in single elixir, as it leaves you defenselessBlind CastingGame-winning if it connects with their primary defensive unit instantly
+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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