Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.
However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.
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.
Maximize your value.Use zap to reset targeting.It is non-negotiable.
Massive Area Damage
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.
Spell TypePrimary UseMid-Damage SpellsDestroying grouped support units behind a tankRocket / LightningFinishing off a tower from 500+ hitpoints
Spell Selection
A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.
Magic is a precise science in the arena; treat it with the respect it deserves.
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