While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
Drafting is widely considered the ultimate test of a player’s game knowledge, adaptability, and understanding of core synergies.
Prioritizing Your Choices
The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.
Always ask yourself: “If I give this card to my opponent, do I have a counter for it in the cards I have already drafted?”
- Never give your opponent a Golem if you haven’t drafted a tank killer.
- Skeletons or Ice Spirits are universally useful.
- Ruin their cycle.
Sabotaging the Opponent
Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
| Card Pairing | Your Selection | The Discard |
|---|---|---|
| Fast Attacker vs Slow Building | Always take the Hog Rider | It is incredibly expensive and easy to defend against |
| The Log vs. If you cherished this post and you would like to receive far more information relating to tower rush kindly take a look at our web site. Skeleton Army | Take The Log | You instantly know one of their cards and have the exact counter ready |
Playing the Hand You’re Dealt
Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.
Choose wisely, and outsmart them before the match even begins.
