Add Getting the Most Out of Small Spells in Tower Rush

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<br>When players discuss the most critical, game-winning cards in their deck, they rarely mention the humble 2-elixir small spells.<br>
<br>Small spells are the glue that holds a deck together; they provide unparalleled utility, fix rotation errors, and secure massive positive elixir trades.<br>
The Small Spell Trinity
<br>The Log is the king of pure ground control; it boasts the widest area of effect, pushes all ground units backward, and deals the most damage of the three.<br>
<br>This reset mechanic makes Zap mandatory if you need to protect a heavy tank from an escalating-damage building like the Inferno Tower.<br>
Save your magic.Always try to clip the enemy Princess tower.A Zap is instant; a Snowball has a slow arc.
The Mind Games of Magic
<br>Because small spells are so cheap, they are the primary tool used for 'predictive' gameplay—casting a spell before the enemy even deploys their defense.<br>
<br>If your Musketeer is fighting an enemy Mega Minion, she will normally die and leave the Minion alive with a sliver of health.<br>
Advanced TacticExecutionThe Aggro ResetZap an enemy unit that is locked onto your weak tower; it will instantly retarget onto the healthy Ice Golem you just placed next to itThe Knockback StallUse Snowball to knock an enemy Balloon away from your tower, buying your Musketeer enough time to shoot it down before it drops a bomb
The Discipline of Holding Your Spell
<br>The most difficult aspect of using small spells is knowing when NOT to cast them.<br>
<br>The smallest cards often make the biggest impact.<br>
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