A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
This article dives deep into the strategic application of both light and heavy spells to maximize your win rate.
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 pushes everything back and provides chip damage.Win the mind game.Don't miscalculate the final blow.
The Heavy Hitters
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 CategoryPrimary UseMid-Damage SpellsDamaging the tower while killing a defending wizardRocket / LightningFinishing off a tower from 500+ hitpoints
Spell Selection
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
Magic is a precise science in the arena; treat it with the respect it deserves.
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