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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


These spells—such as Fireball, Poison, Rocket, and Lightning—serve two critical functions: destroying expensive defensive structures and providing guaranteed tower damage in overtime.


The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.


  • Wait for the clump.
  • Poison creates a zone of area denial.
  • Practice the timing.

The Rotational Spells


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

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


Magic TypeOptimal ScenarioThe Cards
Heavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, Lightning
Medium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison

The Perfect Synergy


Decks that run only one spell are easily countered by 'Bait' strategies.


Choose your spells to perfectly cover the weaknesses of your primary win condition.



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