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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.
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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
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Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
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Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
+Never waste a small spell on a single, high-health target.If an inferno tower locks onto your giant, zap it to reset the damage beam.A deck without cheap removal will be destroyed by bait strategies.
+The Heavy Hitters
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Heavy spells, such as fireball, poison, or rocket, are expensive investments that require careful calculation before casting.
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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 TypeOptimal PlayFour-Cost MagicCreating consistent chip damageHigh-Damage SpellsInstantly deleting massive threats like Sparky or X-Bow
+Spell Selection
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A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.
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Always ensure your spells cover the inherent weaknesses of your primary troops.
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+In case you have any questions concerning where by and also tips on how to work with [tower rush](https://kobkay.com/read-blog/19262_how-to-effectively-use-meat-shields-in-tower-rush.html), it is possible to call us at our own page.
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