Drafting and Deck Building in Tower Rush

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If you give them a Balloon, you MUST draft anti-air immediately.

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 PickWhat to TakeThe Gift
Fast Attacker vs Slow BuildingAlways take the Hog RiderIt is incredibly expensive and easy to defend against
Spell vs SwarmTake The LogYou 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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