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<br>Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.<br> |
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<br>However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.<br> |
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The Light Spells: Cycle and Control |
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<br>Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.<br> |
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<br>Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.<br> |
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Maximize your value.Use zap to reset targeting.It is non-negotiable. |
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Massive Area Damage |
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<br>Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.<br> |
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<br>Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.<br> |
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Spell TypePrimary UseMid-Damage SpellsDestroying grouped support units behind a tankRocket / LightningFinishing off a tower from 500+ hitpoints |
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Spell Selection |
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<br>A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.<br> |
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<br>Magic is a precise science in the arena; treat it with the respect it deserves.<br> |
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