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Drafting and Deck Building in Tower Rush
In a Draft match, you do not bring your own deck; instead, you build it on the fly by choosing between pairs of random cards.
You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
Prioritizing Your Choices
The absolute most critical rule of drafting is ensuring you select at least one reliable ‘Win Condition’ (a card that targets buildings).
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?”
- Don’t get caught defenseless.
- Stability is key.
- Spells win draft games.
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.
Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
| Common Error | The Result |
|---|---|
| Drafting purely for synergy while ignoring the opponent’s cards | You might build a great Golem deck, but you accidentally gave them an Inferno Tower and a P.E.K.K. If you cherished this post and you would like to get far more information concerning tower rush kindly visit our page. A, rendering your Golem useless |
| Forgetting to draft any spells | You will have absolutely no way to finish off a tower with 100 hitpoints remaining in overtime |
Adaptability in the Arena
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.
