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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.
+
A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.
+It is the most reliable spell.Win the mind game.Know the exact damage your spell does.
+Massive Area Damage
+
If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
+
Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
+UsageDangerSpell CyclingExtremely risky in single elixir, as it leaves you defenselessBlind CastingCatastrophic if the opponent places nothing, wasting 4 mana
+Synergizing Spells with Your Deck
+
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
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Always ensure your spells cover the inherent weaknesses of your primary troops.
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