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.

This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.
The Heavy Hitters: Nuking the Arena
If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.
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.
- Patience is key.
- You must know exactly when you can 'spell out' the tower to win the game.
- Save it for their primary defensive anchor or support units.
The Small Spells: Utility and Cycle
Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.
The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.
| Magic Type | Primary Function | 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 |
The Spell Portfolio
Decks that run three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.
Choose your spells to perfectly cover the weaknesses of your primary win condition.
To see more information on tower rush look at the web-page.