Update 'The Best Spells in Tower Rush'

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<br>While troops and buildings form the physical foundation of your deck, spells represent your direct, unblockable influence over the battlefield.<br>
<br>This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.<br>
The Game Enders
<br>Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.<br>
<br>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.<br>
Always wait until they place a second unit nearby to maximize your value.Do not guess the math.If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.
The Small Spells: Utility and Cycle
<br>Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.<br>
<br>Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.<br>
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
<br>Decks that run only one spell are easily countered by 'Bait' strategies.<br>
<br>If your Golem is weak to Inferno Towers, bring Lightning and Zap.<br>
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