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
If you reach the end of the draft and your deck has no reliable way to damage the enemy tower, you have already lost the match.
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
- Always draft the counter to the card you give away.
- Don’t draft too heavy.
- Ruin their cycle.
The Art of the Bad Gift
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
| Draft Choice | What to Take | The Gift |
|---|---|---|
| Hog Rider vs. For more information about tower rush look into our own web page. Barbarian Hut | Always take the Hog Rider | Give the Hut |
| Spell vs Swarm | You now have the perfect counter to the swarm you just gave them | 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.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.
