Magic is a concept in Might & Magic: Duel of Champions. It governs the spell cards, and a number of creature cards.
The player can add only spell cards in the the deck that are written on the hero card the player uses for the deck. There are seven spell schools available. and each school has exactly 29 spell cards. Creatures can have magic schools, but these only affect or trigger other card effects.
Air[]

Air Magic icon.
- Main article: Category:Duel of Champions Air magic spell cards
The Air Magic is a diverse magic school, whose spell cards restrict the opponent's control of the board. This involves boosting friendly creatures with abilities, inflicting magical damage on opponent's creatures or switching the position of enemy creatures.
Every faction can use Air Magic. Since it is not the favorite spell school, it can be considered as "neutral" spell school.
Dark[]

Dark Magic icon.
- Main article: Category:Duel of Champions Dark magic spell cards
Dark Magic is an offensive-oriented school. Dark Magic is focused on weakening opponent's creatures' Attack and Retaliation powers, or dealing damage over time, on creatures or the hero itself. A number of them can make copies or take control of opponent's creatures, and even destroy them.
This is the favorite magic school of Necropolis faction.
Earth[]

Earth Magic icon.
- Main article: Category:Duel of Champions Earth magic spell cards
The Earth Magic is focused on defensive properties. Spell cards enchant friendly creatures (or, in some cases, even the hero), to prevent combat damage dealt to them. A few of them have poison-related effects that deal damage on opponent's creatures over time. In addition, certain spell cards enchant creatures with Anchored effect, preventing the opponent from switching the position of hero's creatures.
This is the favorite magic school of Stronghold faction.
Fire[]

Earth Magic icon.
- Main article: Category:Duel of Champions Fire magic spell cards
Fire Magic is offensive spell school. Most spell cards increase creature's Attack power or deal instant damage on creatures, even after a creature dies. Comparing other spell school, the Fire Magic does most damage on enemy creatures, and in some cases, can deal to friendly ones, too.
This is the favorite magic school of Inferno faction.
Light[]

Light Magic icon.
- Main article: Category:Duel of Champions Light magic spell cards
The Light Magic is a defensive spell school. Unlike Earth Magic, Light Magic is oriented to heal friendly creatures, boost their Retaliation power, cleanse them from negative effects and even protect them from opponent's effects. Most cards apply these effects by enchanting friendly creatures.
This is the favorite magic school of Haven faction.
Prime[]

Prime Magic icon.
- Main article: Category:Duel of Champions Prime magic spell cards
Prime Magic is the most diverse magic school. The effects of Prime Magic spell cards involve countering opponent's activation of spell or fortune cards, negating applied card effects on the field, taking opponent's cards from their hand and activating them and a number of other effects.
This is the favorite magic school of Academy faction.
Water[]

Water Magic icon.
- Main article: Category:Duel of Champions Water magic spell cards
Similar to Air Magic, Water Magic also involves restricting the opponent from controlling the field. This is done by enchanting opponent's creatures to negate their ability to attack. In addition, Water Magic has a number of spells that inflict damage to opponent creatures or increase Attack skill of friendly creatures.
This is the favorite magic school of Sanctuary faction.