While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
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 draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.
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?”
- Pay attention to the air vs. In case you liked this post as well as you wish to get more details relating to tower rush kindly visit the page. ground balance.
- Stability is key.
- Guaranteed damage is invaluable.
Sabotaging the Opponent
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.
| The Pick | The Keep | What to Give |
|---|---|---|
| Fast Attacker vs Slow Building | It is a reliable, cheap win condition | It is incredibly expensive and easy to defend against |
| Spell vs Swarm | You now have the perfect counter to the swarm you just gave them | Give the Skeleton Army |
Embracing the Chaos
The winner of a draft match is the player who can identify their bizarre new win condition fastest.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.