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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.
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Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.
+The Game Enders
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If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.
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The Rocket and Lightning are incredibly expensive, high-risk nukes; they must be used carefully to secure massive positive elixir trades, usually by clipping a heavy unit AND the tower simultaneously.
+Patience is key.Memorize the exact crown tower damage of your heavy spell.If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.
+Cheap Magic
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Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.
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Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.
+Spell CategoryOptimal ScenarioExamplesSmall 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
+The Perfect Synergy
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Decks that run three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.
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Choose your spells to perfectly cover the weaknesses of your primary win condition.
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