To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
The Golden Rules of Picking
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.
- Always draft the counter to the card you give away.
- Don't draft too heavy.
- If forced to choose between two terrible cards, give them the more expensive one.
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.
Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.
| Common Error | The Consequence |
|---|---|
| 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. If you liked this article so you would like to receive more info about tower rush please visit our web site. K.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 |
Playing the Hand You're Dealt
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.