Mastering Spells in Tower Rush

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Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.


However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.


The Light Spells: Cycle and Control


Cards like the log, zap, or snowball are absolutely essential for protecting your main win condition from being instantly overwhelmed.


Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.


  • Maximize your value.
  • If an inferno tower locks onto your giant, zap it to reset the damage beam.
  • Always include at least one small spell in your deck.

Massive Area Damage


Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.


Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.


Spell ClassPrimary Use
Four-Cost MagicDestroying grouped support units behind a tank
High-Damage SpellsFinishing off a tower from 500+ hitpoints

Spell Selection


A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.


Magic is a precise science in the arena; treat it with the respect it deserves.



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