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.
- Maximize your value.
- Use zap to reset targeting.
- A deck without cheap removal will be destroyed by bait strategies.
Massive Area Damage
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 Class | Optimal Play |
|---|---|
| Mid-Damage Spells | Destroying grouped support units behind a tank |
| Heavy Magic | Finishing off a tower from 500+ hitpoints |
Spell Selection
A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.

Magic is a precise science in the arena; treat it with the respect it deserves.
If you enjoyed this short article and you would certainly like to receive additional information concerning tower rush kindly go to the web site.