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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.
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A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.
+High-Damage Spells
+
If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.
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The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.
+Always wait until they place a second unit nearby to maximize your value.You must know exactly when you can 'spell out' the tower to win the game.Save it for their primary defensive anchor or support units.
+The Small Spells: Utility and Cycle
+
Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.
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Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.
+Spell CategoryOptimal ScenarioTop ChoicesSmall 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
+Balancing Your Magic
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Decks that run only one spell are easily countered by 'Bait' strategies.
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If your Golem is weak to Inferno Towers, bring Lightning and Zap.
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