Add Mastering Spells in Tower Rush

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<br>Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.<br>
<br>Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.<br>
The Light Spells: Cycle and Control
<br>Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.<br>
<br>A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.<br>
It is the most reliable spell.Win the mind game.Know the exact damage your spell does.
Massive Area Damage
<br>If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.<br>
<br>Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.<br>
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
<br>Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.<br>
<br>Always ensure your spells cover the inherent weaknesses of your primary troops.<br>
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