diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..1dcacf6 --- /dev/null +++ b/Mastering-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
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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 +
If your opponent surrounds your heavy tank with a skeleton army, a quick light spell instantly resolves the problem for a positive trade.
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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.If you know they will play a goblin gang, drop the log before they even spawn.Don't miscalculate the final blow. +The Heavy Spells: Destruction and Value +
Heavy spells, such as fireball, poison, or rocket, are expensive investments that require careful calculation before casting.
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Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
+Spell StrategyDangerTower NukingHighly effective in double elixir when you can regenerate energy quicklyBlind CastingCatastrophic if the opponent places nothing, wasting 4 mana +Synergizing Spells with Your Deck +
A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.
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Magic is a precise science in the arena; treat it with the respect it deserves.
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