Spells are the only cards in the game that can be placed absolutely anywhere on the map instantaneously, bypassing all normal rules of pathing and aggro.

A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.

The Game Enders

Every viable competitive deck must include at least one ‘heavy’ or ‘medium’ damage spell, typically costing between 4 and 6 elixir.

Poison provides identical total damage but spreads it out over several seconds, making it the absolute hard-counter to continuous Spawner buildings or Graveyard spells.

Cheap Magic

Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.

The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.

Magic Type Optimal Scenario The Cards
Small Swarm Clear (2-3 Elixir) Instantly killing cheap swarms for a positive trade and quickly cycling the deck The Log, Zap, Arrows
Utility / Displacement (1-3 Elixir) Physically moving enemy units to group them up for splash damage or pulling them to the King tower Tornado, Freeze, Clone

Balancing Your Magic

Decks that run three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.

If your Golem is weak to Inferno Towers, bring Lightning and Zap.

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