diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..e318588 --- /dev/null +++ b/Mastering-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
While massive tanks and rapid-firing archers often steal the spotlight, spells are the true silent killers of the arena.
+
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.
+
Beyond simple removal, light spells also provide incredible utility, such as stunning enemies or knocking them backward.
+The log is unparalleled for ground defense.Win the mind game.Know the exact damage your spell does. +The Heavy Spells: Destruction and Value +
If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
+
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 MagicDestroying grouped support units behind a tankHigh-Damage SpellsFinishing off a tower from 500+ hitpoints +Synergizing Spells with Your Deck +
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
+
Magic is a precise science in the arena; treat it with the respect it deserves.
+ +If you have any kind of questions concerning where and how you can make use of [tower rush](http://etalent.zezobusiness.com/profile/rondawatriama), you could contact us at our web site. \ No newline at end of file