Are Spells Included In Contribution Upgrades?

Clash of Clans has announced changes to its Clan Castle donation functionalities to protect lower-level players from overpowered defensive units and maintain better mid-Town Hall level game balance. The Freeze Spell is positioned after Electro Dragon and is recognized as a necessary spell applicable to various attack strategies. The next upgrades include Ice Golem, Yeti, and Wall Breaker.

The first 2021 update is nearing, and the Sneak Peeks are about to begin. The Freeze Spell is positioned after Electro Dragon and is recognized as a necessary spell applicable to various attack strategies. The next upgrades include Ice Golem, Yeti, and Wall Breaker.

To upgrade spells in Clash of Clans, players can follow a step-by-step guide covering different types of spells and required resources. Troops and siege donations seem reflective of how long they take, but spells only count toward donations equal to their spell housing. Donating spells of the same level as the recipient currently has, or donating a spell that has not been unlocked or upgraded more than the recipient’s current level, counts towards donations.

In Fire Emblem Engage, players can donate to the four regions of Elyos for exclusive resources and items. To bring in more donations for nonprofits, magic fundraising words can be used on their website, in appeals, and beyond. The new feature, called donation upgrade, allows players to donate spells in the Clan Castle.


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Are Spells Included In Contribution Upgrades?
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  • As of the Town Hall 16 Update (12 Dec 2023): Hero Potion has been changed to temporarily boost Heroes and Pets to the maximum level allowed at your Town Hall level for 1 Hour AND Power Potion has been changes to temporarily boost Troops, Spells, and Siege Machines to the maximum level allowed at your Town Hall level for 1 Hour. This is great news for Rushed Players and players who are Newer to their Town Hall level

  • One important thing : builder potion and research potion actually cuts off 9 hour and 23 hours respectedly, since you are already waiting the 1 hour of the spell efect, so keep in mind that if you want an building upgrade finished in 1 hour then the time left should be 9 hour, if it is 10 hour then you will have to wait 2 hour for the upgrade to finish, this goes same to laboratory upgrades.

  • What I hate about the research potion is the fact it doesn’t skip 24 hours but only 23 because it does 24 in 1 hour. So it slowly pushes the timer for the lab to the middle of the night and then you have to use another research pot and stay on to start a new upgrade or miss out on a few hours of upgrade time.

  • i did all the math, and if you want to be th15 max the faster way possible is : potion : sell every potion except builder potion. for reasearch, go on a tracker, and if your lab is going to be max afeter, use it, else don’t. books : use them on the longest this you can ( use them for th14 and th15 upgrades, th13 is only short upgrades ) and for the universal book, use it on a building ( th14 and th15 of course ) hammers : only buy building hammers. rings : sell them star jar : sell them shovel : sell them Runes : i sell because i’m a no life and i can farm, but if you can’t play 5h a day, you should use them, 50 gems is not that important But what can you do with all of those gems ? gobelin builder is the better wy to spend them today, but when he’s not here, either you save for the next time he we’ll appear, either you buy building books. with this method, you can be th15 max in 26-27 month free to play

  • Dear Jo, I had a th12 account that was stolen from me by a friend I have tried over ten times with the in-game agents to recover it but they are of no help. I really don’t have the energy to go from scratch to th12. I hope you don’t mind me asking, but, as you have a lot of accounts, do you have a th12 or th11 or even a max th10 account that you wouldn’t wanna play with and give it to me? Just can’t start from scratch 🥺 I know it’s weird but, well, it’s a long shot. Thanks for your content. Avid fan. Keep on rocking

  • I usually sell the resources boost, the clock tower boost and builder star jar because for it so useless the resources boost over fill my pumps and mines and if I log out the enemy can stoles almost a million based on my experience that’s why I sell those potions rather than keeping it then it can increase my gems and I can buy book of heroes or training boost

  • there needs to be some kind of boost for every magic item when you go up maybe after th13 so like 2 books and 10 potions become the limit. Also builder potions suckkkkkk i mean wtf supercell i got a 12d upgrade tf is 10h gonna do 😂 the only useful thing its used for now is if the upgrade is finishing at like 3am or sum istg there NEEDS to be a buff like it does 1 day of upgrade in 10m. also during the hour that it is active it wont be active 🤯 so instead of it doing 10x and getting 10hours down it adds an hour to the upgrade so if it was at 3d 12h and u use it gonna be at 3d 3h. this is just so useless for any townhall greater than 12. anyway after all that just add a increase of potency 😂 or something to higher town halls

  • I feel like mono black got kinda short changed here… black does -1/-1 as removal which is pretty unique to itself and gets around indestructible. Aristocrats / self sacrifice would be very hard to play without black in your deck… zulaport, blood artist, Konrad, etc. Paying life is also a huge part of black that makes it totally unique from other colors. I mean there’s a lot of things that black does exclusively other than discard, which can also be very powerful with either tinybones or tergrid in the command zone.

  • With the proliferation of Commander content on YouTube, a lot of the same topics and discussions have been covered by many of the websites here. This website kinda bucks that trend entirely. articles like this and the 10 cards to run series really celebrate the fun wild stuff this format was created to promote. I feel the format as a whole has kinda lost that plot and is kinda only worried about power and optimization these days, so it’s nice to see you’re pushing against the tide. Keep kickin ass, Demo.

  • Archmage Ascension has always been under the radar in my play group. The fact you get to tutor for free instead of drawing is hilarious and most opponents don’t see it coming even when I tell them what It does! A no-restriction tutor in blue. (It’s a replacement effect for when you draw a card. So if you cast windfall for 6, you get to tutor for six cards. Each a separate instance) pretty cool!

  • Red has gotten a ton of really good ‘temporary copy’ effects recently. My current favorite is Rionya and think she is worth it in the 99 a lot more than I see it. The only card I can think of that doesn’t have any red or blue at all that can mimic that copy effect is legion loyalty, the mono white card that gives all creatures myriad.

  • 6:56 There is another very unrewarding way to do this in Green. Restore and Rootweaver Druid can get you lands that your opponent owns, Awakening of Vitu-Ghazi can make them Legendary if needed, and then you can give them back with Brooding Saurian (or Homeward Path, if you’ve turned that land into a creature with Awakening). Clunky as can be, but possible.

  • My Mono-Red-Selesnya deck features both Krenkos, Mob Boss and Tin Street Kingpin for token generation, and an Ashling the Pilgrim as our backup “go tall” plan. We run the traditional Goblin Token package- which can be optimized however you wish, alongside the following: On the offense, we have Rage Forger as our form of Raid Bombardment, and Agitator Ant and Ion Storm if we need to play defense. First Day of Class and Curse of Stalked Prey are the primary ways for getting counters on our wide board (if Rage Forger hits the field before Maskwood Nexus). Once the counters are out and about, we hope Rabble Rouser is big and can make our board bigger, or that Rumbling Ruin can clear the way for a lethal swing. Lastly, we run a small +1/+1 counters themed removal package including Molten Hydra, Flametounge Yearling, Dismantle, and of course our Ashling. Devour might be a better way to make use of a wide Goblin board, but it goes against the Mono-Red-Selesnya spirit. I’ve also heard that there’s a few possible includes from the Tyrannid Deck, including Exocrine and The Red Terror, but I havent gotten around to trying them. Shoutouts to Decoction+Fabrication Modules, and all the other artifact support you can throw into this mess of a deck.

  • Avarice Totem can do some weird exchange stuff if you activate it in response to itself, especially on a 4-player table to give someone something that’s not even yours. There’s also Transmutation for switching power and toughness in black- I’ve got a Tymaret deck where the idea is to get your devotion really high and get a Transmutation on an isochron scepter so you can one-shot people.

  • Wyll, Blade of Frontiers is a fun red +1/+1 commander, and with the Baldur’s Gate background trait you gain the ability to add way more support for it. But it’s entirely based on dice rolling so that’s definitely something to keep an eye on when picking the color of the background. Mine is Sword Coast Sailor. I like to go infinite with Delina until I’ve racked up 21 unblockable commander damage (:

  • 10:00 Rite of Consumption is a sorcery speed fling that gains you life. That and Essence Harvest can be used in decks with commanders that grow really large (Umbris, Korvold, etc.). Sadly, sorcery is a huge downside compared to red’s instant Flings. However, Jarad, Golgari Lich Lord is the fling commander, and he isn’t red at all. he can take down whole tables with a couple beefy creatures.

  • Bounce – blue/white Phasing – blue Burn – red Ramp – green Protection – white Polymorph – red/blue Flicker – white/blue Reanimate – black/white Edict – black LD – red/white Tapping – blue -1/-1 Counters – black/green Impulse(exile) draw – red Wheels – red/blue Let me know if you think I missed anything or is incorrect, this was a quick take.

  • About Fling type effects outside of red. Well fling is dealing the power as damage, I have seen black deal the toughness as damage. catapult fodder, if u can flip him can sac something to fling it’s toughness as lifeloss. As well as if u have vito u can turn Life gain into damage & it is not hard to gain life = to power or sometimes toughness

  • Hey, there’s Preysizer Dragon! Whenever it attacks, it deals damage equal to the number of +1/+1 counters on it to any target. It already comes with Devour, but you can always put more counters onto it. If you’re looking for a mechanic which interacts nicely with +1/+1 counters in red, I see that Modified (e.g. Akki Ember-Keeper), Modular (e.g. Arcbound Slasher) and Power Matters (e.g. Krenko, Tin Street Kingpin) have already been proposed. But there’s also Proliferate, which appears on the very unique Volt Charge.

  • Persist and undying seem pretty good for shimatsu. I wish more colors had permanents to interact with instant and sorceries on the stack. I think a reworked card design like planar chaos or planar chaos would be a great way for non blue decks to have answers for cards like approach of the second sun.

  • Some other things colors can do Black: Turn life gain into damage- Vito, Gray Merchant, Exsanguinate etc Turn Death into Damage – Blood Artist, Meathook, Massacre Wurm etc Tutoring to the hand and graveyard Reviving Creatures from the grave. Self Milling A lot of “when this creature dies return it to the field” effects – Supernatural stamina Blue: Bouncing Creatures to the hand and top of library Milling opponents Flickering Tapping/untapping permanents Revealing cards from top of library and adding some to your hand, quasi-tutoring Red: Wheel cards: Wheel of Fortune, Molten Psyche, Magus of the wheel etc Exile cards from your deck and play them Extra Combats Gain control of target creature until end of turn effects Burn Damage Green: Return cards from your grave to your hand – Eternal Witness etc Creatures and Enchantments that add mana Doubling Tokens White: Exiling stuff Taxing opponents

  • Funny thing about the counter spell thing is that while I think it is definitely a blue thing by far the strongest counterspell deck I’ve seen in EDH is headed by Kozilek, the Great Distortion lol turning 99 cards into counters is strong, go figure xD Even capable of offsetting the heavy restriction of using colorless.

  • Blood aspirant, agitator ant, goblin raze runners, ignition team, ion storm, kami of celebration, kilnmouth dragon, magma pummeler, molten hydra, ordeal of purphoros, rage forger, rumbling ruin, runaway steam-kin, slumbering dragon, sting moggie, spitting hydra, taurean mauler, red terror, thundering raiju, treasonous ogre, war elemental, animal sanctuary?, animation module, armory of iroas, crystalline crawler, diamond knight, geometric nexus, luxior, giada’s gift, ring of valkas, sword of hours, sword of truth and justice, towashi guide-bot, akki battle squad, akki ember-keeper, goro-goro, kami of celebration, falkenrath exterminator, and triumph of annax,all may be decent considerations for that red commander. They all either reliably get lots of counters, care about creatures having counters, or add counters to other creatures. They’re within mono red, and I’d still prolly run a bunch of ways to search up the ozolith as that’s still prolly the best way to make the most out of counters in red.

  • Also since you want something that breaks the color pie Phyrexian Tribute sac two creatures destroy Target artifact and Gate to Phyrexia it is a enchantment that reads “Sacrifice a creature: Destroy target artifact. Activate only during your upkeep and only once each turn.” And the only Black cards that actually targets Enchantments is Feed the Swarm it reads “Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent’s mana value.” and Gastly Death Tyrant which is a ETB and you still lose life equal to the cards cost but those are 4 cards that breaks Black’s color pie and the only Mono Black cards like that no other enchantment removal if it is not a creature and no other artifact removal if it is not your own. Quagmire Druid is also a black card that does it but it is a Black Green color identity as it is 2B to cast then it has “Green, Tap, Sacrifice a creature: Destroy target enchantment” so in a green black deck it is really good.

  • Red +1/+1 counters effects? Ahem, devour? Shimatsu is almost that, but there are many red cards that work like that, Alara is full of them. Thunder-Thrash Elder (devour 3), Predator Dragon (devour 2), Voracious Dragon (devour 1), Rockslide Elemental (gains a counter when something dies), Caldera Hellion (devour 1), Thorn-Thrash Viashino (devour 2)…

  • For +1/+1 counters in mono red: Agitator Ant ( every player can give 2 creatures a +1/+1 counter at the beginning of your end step, but they are goaded till the beginning of your next turn) Curse of stalked prey First Day of Class Forge Armor Friscare Mentor (for every menace creature) Kami of Celebration (Chishiro commander precon deck, modified keyword) Rage Forger (for shaman creatures) Rakish Heir (for vampires) Stensia MAsquerade (for vamps) Thundering Raiju (put +1/+1 on target creature and deal X damage, where X is all modified creatures you control) Stormwing Dragon (for Dragons) Kami of celebration All the rest only give +1/+1 on themselves or are multi colored

  • Specific +1/+1 counters matters card for red would include: Runaway Steam-Kin (mana production) Ignition Team (makes lands creatures) Stingmoggie (artifact/land destruction) Molten Hydra, Spitting Hydra, Magmasaur and Ashling the Pilgrim (damage) Ashling the Pilgrim would make a neat commander to build around for this effect.

  • legion warboss and other mentor effects (wojek bodyguard) are red +1/+1 counters. markov blademaster is a weird red vampire that gains counters. Theros BD had Ox of Agonas, rage hound and Phoenix of Ash, all of which escaped with counters. Pyre hound gets counters for casting instant or sorcery spells (and pyroceratops and spell gorger weird for any noncreature spells). Runaway steamkin is both +1 counters AND mana ramp. So red’s got some decent options for +1/+1 counters

  • I have been trying to build a Gruul +1/+1 counters and creatures deck for a while now and I have come up with a couple of interesting mono-red +1/+1 counter cards – Goblin Razerunners: deals damage equal to the number of +1/+1 counters on it to target player or planeswalker during your end step – Ashling the Pilgrim: can put a +1/+1 counter on itself for one red and one colorless mana (activated ability). If the ability resolves three times in one turn, all +1/+1 counters are removed from it and it deals damage to each player and each creature equal to the # of +1/+1 counters removed this way – Thundering Raiju: When it attacks, for each creature you control with a +1/+1 counter on it, it deals that much damage to each opponent. It also adds a +1/+1 counter to target creature you control when it attacks. (Fun for a +1/+1 counter commander deck) – Krenko, Tin Street Kingpin: When it attacks, it puts a +1/+1 counter on itself and creates a number of goblins equal to its power – Rumbling Ruin: When it enters the battlefield, for each +1/+1 counter among creatures you control, it prevents all opponents’ creatures with power equal to or less than that number from blocking the turn it is played – Agitator Ant: At the beginning of your end step, each player puts two +1/+1 counters on a creature they control and goad each of the creatures who gained +1/+1 counters this way There are a couple others I found on TCGplayer, but none of the others really caught my eye

  • Curse of Stalked Prey came to mind immediately for +1/+1 counters mono red, Amok is mono red, Bravado, Dwarven Weaponsmith, and honorable mention Frillscare Mentor says if you have menance you can add +1/+1 counters, and Rakish Heir gives them to other vampires same goes for Stensia Masquerade. It isn’t easy that’s for sure and may cost more resources than you want to spend.

  • there is a pretty good monored changeling bull-thingy that revolves around +1/+1 counters, also there is a black fog (darkness, exact same as fog/holyday except its black). Black is also THE color for creature reanimation, with white kinda doing it but way worse, black is also the best color for removal, even for “unremovable creatures”, nothing like making your oponent sacrifice an indestructible-hexproof threat

  • You didnt really point out the U/R adversity on these things : -Blue is the main colour for drawin cards/Red is able to impulsive draw (essentialy draw a card until end of turn) -Blue takes extra turns/Red takes extra turn where you lose at ur endstep (impulsive extra turn?) Or extra combat -Blue copies permanents/ Red maked copies of permanents that last a single turn (impulsive copies?) -Blue gains control of permanents/ Red gains control of permanents until end of turn So Red tends to make Blue things but in a more “impulsive” way and generally for cheaper

  • I’m not too knowledgeable in commander and competitive stuff, but for red I believe there exist a few dragons that have the Devour effect, where upon entering play you sacrifice any number of creatures to give the devourer +1/+1 for each creature sacrificed. To be specific, anyone out there with a Goblin focused commander deck should maybe throw in Voracious Dragon. Voracious Dragon is a 4/4 dragon that costs 3 and two mountain, for a total of 5. It has Flying, Devour, and upon entering play it deals damage equal to twice the number of Goblins devoured. On a side note, for copying I default to Rite of Replication. Not a different color than mentioned, but it’s my favorite one. Pay 4 (with an option to kick for an additional 5) for a copy token of any creature on the field. Kicking the spell grants 5 of these copies instead.

  • Reasons for not running discard in commander: 1) It isn’t as efficient as destroying a specific threat on the board since you don’t know what you’re gonna hit. 2) It doesn’t affect the current board state. It only changes the targeted opponent’s next play. 3) Doing so will gain aggression from whichever opponent you targeted.

  • There is a Red/Blue card that came out in return to Ravnica a couple years ago. I can’t remember the names of my own cards rn for some reason. But I also believe it’s one of the ones with flashback where you can recast it as many times as you want as long as you have the mana. I use it to get an overwhelming card draw on my Opponent cuz Niv Mizzet has a draw and Opponent takes damage effect, or I use it to make a second Spinx Of Magosi most of the time so I can tutor that into an overwhelming unblockable flyer while being able to protect it with the instants I’m getting through its card draw effect.

  • For a while I thought forced sac was a part of the black mana pie but recently, especially with working on an Atla deck it is extremely commonplace in the white mana pie. I think to adjust Wizards have been making black do it more one sided. Maybe that would be a good discussion about color pie breaks? What happens to the color that is more iconic when color pie breaks become more commonplace? Does Wizards evolve it or stipulate on how a color will do the effect?

  • Green normally is the only color that allows players to put extra lands into play from your hand either with tap abilities or enchantments. Really, anything related to ramp. Blue is good at returning lands to hand. It is also very good drawing cards without the need for additional cards to be in play in other zones. Red is very good at anything related to damage by spells and damage increase and multiplier effects. Also goading. White is very good at creature tokens as well as protective spells. Black is extremely good at forcing other players to sacrifice creatures, but is becoming increasingly good at forcing players of all sorts of other permanent types as well.

  • Fling effect kinda colorless and it’s close is sure strike trident. And as for taking extra turns I think you forgot one of the best in colorless in mindslaver or in black worst fears which is currently a card I’m putting in a magar of the magic strings with a few other gotcha cards like worldfire. And let me tell you about a series of cards back in judgement that are red that do some off color stuff or an opponent eats decent chunk of damage along the lines of book burning. Draw 3 cards for 2 and a red unless a player takes 6 damage. 6 damage is no joke especially late game when you run low on gas.

  • Totem of Avarice i believe is the name of another colourless exchange card. 1 mana artifact that costs 5 mana to exchange things but with 10 mana u can respond to the first use so that at the end u get the totem back. As for a red card that cares about +1/+1 counters, only old school hydras come to mind

  • Red considers artifact options a lot these days, so for red-only +1/+1 counters Arcbound Tracker, Slasher, and Whelp work even without modular focus. “Dismantle” is one of my all-time favorites as a modular player, destroying artifact and transferring counters. But, yeah, if I wanted Laelia, the Blade Reforged as my commander, I’m not sure what red could do for more counters other than turn to artifacts (Armory of Iroas does like red tactics though).

  • There is a decent mono red +1/+1 counter pool, many are just random but cards like erdwal ripper represent “dealing damage – getting counters” electrostatic infantry and others with “casting instants and sorceries” getting counters, and “unleash” is a nearly red exclusive keyword for counters (little bit of black) and the cars amok

  • For +1/+1 counters in red we had some dragons with devour for example, also the OG hydras of magic were red and have +1/+1 counters, monstrous mechanic from theros also had this effect, and sometimes we see it in spell casting like with runaway stim-kin etc, if u really look into it there’s actually a decent amount of options

  • Not many counter stuff in red (outside of some vampire tribal stuff), for Shimatsu I think the main thing would be trying to have permanents to sack for it. You do have some cards, but they do have some downsides, like agitator ant, granted, if you’re in red you probably want to attack, so the goad isn’t too bad. The recent Kamigawa set had a lot of stuff related to modified creatures, so thundering raiju could be good. Taurean Mauler deals in counters, but doesn’t really have much interaction with someone like Shimatsu outside of that. But most red cards that deal with counters are somewhat self centered, they just put them on themselves, get bigger (Krenko, tin street kingpin, Laelia etc.) So if I wanted to run a mono-red deck revolving around counters a commander like Goro-Goro would probably be better.

  • Not a single color but I found out when building a Rayami commander deck that there is not a single creature keyworded with ‘Double Strike’ available to the Sultai color identity Not colorless, not anything Kind of annoying to have one of the best keywords be entirely reliant on your opponents having a doublestrike creature and killing it while Rayami is out

  • i want to give you some feedback, i really like your website and you make really good content, you have a soothing voice, everything is good, but your intro…. i dont know i dont like it. Does not fit to your personality or your voice. The Intro is too bumpy. Keep doing what you do, greetings from Germany.

  • Fighting is solidly not an ability that’s “Only in green” more than 15% of the cards that make things fight aren’t in green. “Must be blocked” is definitely not a green only ability also, a full 20% of the cards (excluding UN cards) with it aren’t green, and only one of those cards has a green ability on it, the Flashback cost of Deadly Allure. So that absolutely doesn’t count for this article. Having skimmed most of the rest of your article, your title is a blatant lie, as none of these things are things that only one color can do, and most aren’t even close. Heck, the last one, +1/+1 counters, you directly state that all but red can do it just fine, and even that’s wrong as there are a lot of solid red cards that use/deal with/gain +1/+1 counters.

  • Oof, I can’t imagine ever playing a deck where the main combo is spend 10 mana on an artifact that sacs itself to swap lands with an opponent, where the only real payoff is a 7/3 with unblockable that dies to to a lightning bolt. To each their own though. It’s definitely unique for what that is worth.

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