Blog entry by Thorsten Brickhouse

by Thorsten Brickhouse - Friday, 17 July 2026, 5:26 PM
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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.

This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.

The Game Enders

Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.

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.

  • Wait for the clump.
  • Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.
  • Missing a Rocket is a catastrophic 6-elixir loss.

Cheap Magic

Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.

Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.

The ToolBest Used ForExamples
Small Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe 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 towerTornado, Freeze, Clone

The Spell Portfolio

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

If your Golem is weak to Inferno Towers, bring Lightning and Zap.

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