diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md
new file mode 100644
index 0000000..64b648e
--- /dev/null
+++ b/Mastering-Spells-in-Tower-Rush.md
@@ -0,0 +1,15 @@
+
A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
+
This article dives deep into the strategic application of both light and heavy spells to maximize your win rate.
+The Light Spells: Cycle and Control
+
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
+
Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
+Save it for swarms.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
+
If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
+
Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
+UsageDrawbackTower NukingExtremely risky in single elixir, as it leaves you defenselessBlind CastingCatastrophic if the opponent places nothing, wasting 4 mana
+The Perfect Match
+
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
+
Always ensure your spells cover the inherent weaknesses of your primary troops.
+
+If you loved this report and you would like to obtain a lot more facts regarding [tower rush](https://www.bongmedia.tv/@kraigrobson94?page=about) kindly go to our own web site.
\ No newline at end of file