Mastering Spells in Tower Rush

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Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.<br>
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Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.<br>
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The Light Spells: Cycle and Control<br>
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Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.<br>
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Beyond simple removal, light spells also provide incredible utility, such as stunning enemies or knocking them backward.<br>
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It is the most reliable spell.Practice predictive small spells.Know the exact damage your spell does.<br>
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The Heavy Spells: Destruction and Value<br>
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Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.<br>
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Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.<br>
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Spell TypePrimary UseFour-Cost MagicDamaging the tower while killing a defending wizardHeavy MagicFinishing off a tower from 500+ hitpoints<br>
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Synergizing Spells with Your Deck<br>
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A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.<br>
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Always ensure your spells cover the inherent weaknesses of your primary troops.<br>
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