Add The Best Spells in Tower Rush
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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>This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.<br>
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The Game Enders
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<br>If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.<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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Never cast a heavy spell on a lone enemy unit unless it is a life-or-death defense.Do not guess the math.If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.
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Cheap Magic
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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 ToolBest Used ForThe CardsHeavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, LightningMedium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison
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Balancing Your Magic
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<br>Decks that run three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.<br>
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<br>Your magic is your most reliable weapon; wield it with absolute precision.<br>
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