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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.
Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.
The Game Enders
Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.
Poison provides identical total damage but spreads it out over several seconds, making it the absolute hard-counter to continuous Spawner buildings or Graveyard spells.
Patience is key.You must know exactly when you can 'spell out' the tower to win the game.If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.
The Rotational Spells
Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.
The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.
Magic TypePrimary FunctionThe CardsSmall 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
Decks that run only one spell are easily countered by 'Bait' strategies.
If your Golem is weak to Inferno Towers, bring Lightning and Zap.
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Cela supprimera la page "The Best Spells in Tower Rush". Soyez-en sûr.