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A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
The Light Spells: Cycle and Control
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
- It pushes everything back and provides chip damage.
- Practice predictive small spells.
- Know the exact damage your spell does.
The Heavy Hitters
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
| Magic Category | Optimal Play |
|---|---|
| Mid-Damage Spells | Damaging the tower while killing a defending wizard |
| Heavy Magic | Bypassing all defenses completely |
Spell Selection
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
Magic is a precise science in the arena; treat it with the respect it deserves.
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