While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
Drafting Priorities
The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
- If you give them a Balloon, you MUST draft anti-air immediately.
- Stability is key.
- If you have the choice between a Fireball and a wizard, take the Fireball.
The Art of the Bad Gift
Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.
Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.
| The Pick | What to Take | The Gift |
|---|---|---|
| Fast Attacker vs Slow Building | Always take the Hog Rider | It is incredibly expensive and easy to defend against |
| Spell vs Swarm | Take The Log | You instantly know one of their cards and have the exact counter ready |
Playing the Hand You're Dealt
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.
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