diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..050768d --- /dev/null +++ b/Mastering-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.
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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.
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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.
+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.
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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.
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Magic is a precise science in the arena; treat it with the respect it deserves.
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