Add 'Mastering Spells in Tower Rush'
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<br>A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.<br>
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<br>However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.<br>
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The Light Spells: Cycle and Control
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<br>If your opponent surrounds your heavy tank with a skeleton army, a quick light spell instantly resolves the problem for a positive trade.<br>
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<br>Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.<br>
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Maximize your value.If an inferno tower locks onto your giant, zap it to reset the damage beam.It is non-negotiable.
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Massive Area Damage
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<br>If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.<br>
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<br>Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.<br>
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UsageRisk LevelSpell CyclingHighly effective in double elixir when you can regenerate energy quicklyPredictive FireballGame-winning if it connects with their primary defensive unit instantly
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The Perfect Match
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<br>A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.<br>
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<br>Magic is a precise science in the arena; treat it with the respect it deserves.<br>
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