A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
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
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
Beyond simple removal, light spells also provide incredible utility, such as stunning enemies or knocking them backward.
- The log is unparalleled for ground defense.
- 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.
Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.
| Spell Type | Optimal Play |
|---|---|
| Four-Cost Magic | Damaging the tower while killing a defending wizard |
| Rocket / Lightning | Bypassing all defenses completely |
Synergizing Spells with Your Deck
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
Master the geometry, memorize the exact damage numbers, and your spells will never fail you.
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