diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md
new file mode 100644
index 0000000..899fc5f
--- /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.
+
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.
+
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.
+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.
+
However, if you use a heavy spell to kill a cheap unit, you will instantly find yourself at a massive elixir disadvantage.
+Spell TypeBest ScenarioMid-Damage SpellsDestroying grouped support units behind a tankHeavy MagicBypassing all defenses completely
+The Perfect Match
+
A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.
+
Master the geometry, memorize the exact damage numbers, and your spells will never fail you.
+
+In case you have any kind of questions relating to wherever as well as the best way to work with [tower rush](https://cartelvideo.com/@noeforbes72796?page=about), you are able to email us on our own web-site.
\ No newline at end of file