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.
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).
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.
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 | Why It Fails |
|---|---|
| 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. In the event you cherished this information along with you want to be given more details relating to tower rush generously pay a visit to the web site. 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 |
Embracing the Chaos
The winner of a draft match is the player who can identify their bizarre new win condition fastest.
Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.