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.
The Golden Rules of Picking
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.
- Skeletons or Ice Spirits are universally useful.
- Ruin their cycle.
The Art of the Bad Gift
Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
| Bad Drafting | 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. For those who have just about any queries about wherever and also how to use tower rush, you possibly can contact us from our own web site. E.K.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 |
Adaptability in the Arena
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.