Drafting and Deck Building in Tower Rush
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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.
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?"
Always draft the counter to the card you give away.Don't draft too heavy.Clog their hand with heavy, useless units. Sabotaging the Opponent
Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.

Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
The PickWhat to TakeWhat to GiveHog Rider vs. If you have any inquiries pertaining to exactly where and how to use tower rush, you can make contact with us at our site. Barbarian HutIt is a reliable, cheap win conditionIt is incredibly expensive and easy to defend againstThe Log vs. Skeleton ArmyTake The LogGive the Skeleton Army Playing the Hand You're Dealt
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.