Blot out the sky with a 3 Elixir rain of Arrows. Its moderate damage and very large radius makes clearing swarms and weak enemies a breeze, but is lackluster against higher health units like the Knight.
2 Elixir, instant effect and stuns. What's not to like? The Zap is often the lifeline against swarms, with immediate low damage that can cripple or destroy small troops. Force enemies to re-target, reset attacks or use that slight extra damage to finish things off.
Is a push too hot to handle? A giant, 2 Elixir Snowball will make them slow down for 2 seconds and chill out. As a side note, squishier troops tend to go splat while all but the heaviest of troops get knocked back. The Giant Snowball excels as a cheap, versatile disrupter.
Rocking the ground for 3 Elixir, this spell is perfect for clearing small swarms and slowing units down, and doing HUGE damage to buildings (great for clearing spawners or Elixir Collectors)! However, it doesn't damage flying units (it is an EARTHquake, after all).
Aaaanndd… Fireball! A fiery rock pummels the Arena and anything else in its small radius dealing significant damage to all enemy troops and buildings, air or ground, , for 4 Elixir! It easily destroys low hitpoint troops and cripples medium hitpoint units.
For a hefty 6 Elixir you can destroy a push, a building, or … your Elixir. The ridiculously high damage comes with a ridiculously small area of effect so be sure not to miss. Recommended targets include support troops, expensive buildings, and Crown Towers — bonus if you hit more than one!
Keep troops going with just a 1 Elixir boost! This spell keeps troops' hitpoints topped up to live through anything… unless they get defeated in one shot or just too quickly… which is usually the case… Also, this spell does not affect buildings, so don't try to heal your Crown Towers.
3 Goblins for 3 Elixir that can be spawned anywhere in the Arena — perfect for a surprise attack! If left ignored, it can deal heavy damage to towers for an unparalleled low cost, but these Goblins are easily countered by swarms or spells and are relatively slow to begin attacking.
An angry Barbarian in a barrel rolls a moderate distance, dealing moderate damage to troops and buildings, then breaks open and goes to town with his sword. Despite falling short of reaching the Crown Towers, for 2 Elixir this card can protect, attack, and distract all at the same time.
For 6 Elixir, Lightning strikes the three units with the highest hitpoints in a large area, either crippling or completely annihilating them. As a bonus, there's an extra half-second stun at the end! It's great when taking out support units in a huge push, but is utterly worthless against small units and swarms.
A 4 Elixir area-denial spell that maintains a powerful presence. It is capable of disrupting defenses, crippling pushes, and preventing supports being played by destroying any swarms and many glass cannons that pass through an area in a matter of seconds – but only if they stay inside it!
Freeze! This 4 Elixir spell incapacitates and damages troops and buildings for 4 seconds. It can catch players off guard and can often clutch a victory. Or use it as a last second defense by freezing enemy troops that is just about to reach your tower. But it can cause your opponent to create a bigger push to crush you.
Get over here, enemy troops, so this Rocket can hit you all! This windy Tornado pulls any troops in its large effective radius, grouping them all up for a few seconds (perfect for any incoming splash damage) while also slightly damaging them for only 3 Elixir! When used correctly, this spell can be invaluable. Also useful for dragging that pesky Hog Rider and Goblins from the barrel to open your King Tower.
Pump up your troops with a 2 Elixir boost! Increases the attack speed and movement speed of all units in its large effective radius, greatly multiplying their strength and creating savage beasts that can take out towers in seconds. However, when used in the wrong place or time, it can just be a waste of Elixir.
The Clone is an incredibly volatile spell that clones every troop within its radius. For only 3 Elixir, it doubles the damage and can overwhelm opponents as Clones still retain the abilities of their normal counterparts. Despite this, each cloned troop only has 1 hitpoint, so beware of area damage!
This Mirror's magic allows one to replay the last card deployed for one more Elixir, but with a higher level (depending on the level of the Mirror). It can be used to double up attacks for high reward, but results in a huge Elixir disadvantage if not used well. Mirror will not appear in your starting cards.
This portable 5 Elixir swarm brings the party anywhere in the Arena! With its timed release of an entire Skeleton Army and a few more, the Graveyard can easily overrun towers if not countered with small units or area damage, and can also act as a last-second distraction late in the game.
It rolls. It crushes. It knocks back. It's none other than The Log. A spiked log rolls across the Arena floor, dealing moderate damage and knocking back every enemy ground unit in its path for just 2 Elixir! Recommended targets include the Princess, low health support troops, and every ground swarm. But it can't hit air units, so don't Log a Minion Horde!