Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.
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.
Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
Maximize your value.Timing is critical.It is non-negotiable.
Massive Area Damage
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
Magic TacticDrawbackSpell CyclingHighly effective in double elixir when you can regenerate energy quicklyPre-firingGame-winning if it connects with their primary defensive unit instantly
Spell Selection
A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.
Magic is a precise science in the arena; treat it with the respect it deserves.
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