diff --git a/The-Best-Spells-in-Tower-Rush.md b/The-Best-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..3e7b42b --- /dev/null +++ b/The-Best-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
Choosing the correct combination of spells is arguably the most critical deck-building decision you will make, as they dictate your ability to finish games and secure positive trades.
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This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.
+High-Damage Spells +
Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.
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The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.
+Patience is key.Memorize the exact crown tower damage of your heavy spell.Save it for their primary defensive anchor or support units. +The Rotational Spells +
Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.
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The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.
+Magic TypeOptimal ScenarioThe CardsSmall Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, ArrowsUtility / Displacement (1-3 Elixir)Physically moving enemy units to group them up for splash damage or pulling them to the King towerTornado, Freeze, Clone +Balancing Your Magic +
Decks that run only one spell are easily countered by 'Bait' strategies.
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If your Golem is weak to Inferno Towers, bring Lightning and Zap.
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