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.
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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.
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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.
+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.
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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.
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Master the geometry, memorize the exact damage numbers, and your spells will never fail you.
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