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Wrecking Ball is an interesting spell because even though the effect itself is very simple and straightforward, it’s not so straightforward to know when or how to use it. Dealing 2 damage for 0 gold is generally a great deal, but it can only hit a building, so it won’t actually help you deal with enemy units on the board. You should think about two main categories of buildings here: a), tech I, III, and III buildings (they have 5 hit points each), and b) the opponent’s base (which has 20 hit points). Which kind of buildings should you smash with a Wrecking Ball?
Destroying a tech I, II, or III building puts your opponent behind one turn. It can make their hand full of dead cards that turn as they rebuild that building, and that can be enough of an advantage to pull ahead. Also, if you destroy one of those 5-hit point buildings, it will automatically deal 2 damage to their base, too. So you’ll get to slightly cripple them, and take of 10% of their base’s maximum hit points in the process.
If you’re already closer to winning the game, then you can turn your Wrecking Balls directly to the base and deal 2 each time. That’s more efficient than dealing 5 to a tech I building and only having 2 of that hit their base. So usually early on, this spell is about crippling the opponent and right at the end, it’s about going for the kill.
Here’s another way to damage buildings, from your starting deck:
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