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<br>Spells are the only cards in the game that can be placed absolutely anywhere on the map instantaneously, bypassing all normal rules of pathing and aggro.<br> |
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<br>A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.<br> |
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The Game Enders |
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<br>These spells—such as Fireball, Poison, Rocket, and Lightning—serve two critical functions: destroying expensive defensive structures and providing guaranteed tower damage in overtime.<br> |
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<br>The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.<br> |
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Do not use 6 elixir to kill a single 4-elixir unit.Poison creates a zone of area denial.Practice the timing. |
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The Small Spells: Utility and Cycle |
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<br>Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.<br> |
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<br>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br> |
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The ToolPrimary FunctionExamplesSmall Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, ArrowsUtility / Displacement (1-3 Elixir)Physically moving enemy units to group them up for splash damage or pulling them to the King towerTornado, Freeze, Clone |
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The Spell Portfolio |
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<br>A well-balanced deck almost always features exactly two spells: one heavy/medium for structure removal, and one small for swarm control.<br> |
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<br>Choose your spells to perfectly cover the weaknesses of your primary win condition.<br> |
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