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.
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?”
- Always draft the counter to the card you give away.
- Always take the versatile, cheap cycle cards.
- 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.

Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.
| Draft Choice | Your Selection | The Discard |
|---|---|---|
| Fast Attacker vs Slow Building | It is a reliable, cheap win condition | Give the Hut |
| The Log vs. If you’re ready to find more info about tower rush look at our site. Skeleton Army | Take The Log | Give the Skeleton Army |
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.