Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.
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
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.
- Never waste a small spell on a single, high-health target.
- Timing is critical.
- Always include at least one small spell in your deck.
The Heavy Spells: Destruction and Value
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
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 Strategy | Danger |
|---|---|
| Spell Cycling | Highly effective in double elixir when you can regenerate energy quickly |
| Pre-firing | Game-winning if it connects with their primary defensive unit instantly |
Spell Selection
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
Always ensure your spells cover the inherent weaknesses of your primary troops.
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