1 changed files with 15 additions and 0 deletions
@ -0,0 +1,15 @@ |
|||
<br>A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.<br> |
|||
<br>However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.<br> |
|||
The Light Spells: Cycle and Control |
|||
<br>If your opponent surrounds your heavy tank with a skeleton army, a quick light spell instantly resolves the problem for a positive trade.<br> |
|||
<br>Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.<br> |
|||
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 |
|||
<br>Heavy spells, such as fireball, poison, or rocket, are expensive investments that require careful calculation before casting.<br> |
|||
<br>Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.<br> |
|||
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 |
|||
<br>A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.<br> |
|||
<br>Magic is a precise science in the arena; treat it with the respect it deserves.<br> |
|||
|
|||
If you cherished this post and you would like to acquire far more info pertaining to [tower rush](https://be-angel.com.ua/felicitasgulle) kindly pay a visit to the page. |
|||
Loading…
Reference in new issue