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Drafting and Deck Building in Tower Rush

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 draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.

Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.

  • Pay attention to the air vs. ground balance.
  • It provides a solid defensive anchor regardless of what else you pick.
  • If you have the choice between a Fireball and a wizard, take the Fireball.

Sabotaging the Opponent

Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.

If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.

Draft Mistake 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. If you have any queries relating to wherever and how to use tower rush, you can get in touch with us at the web-page. 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

Embracing the Chaos

Do not panic; remember that your opponent’s deck is likely just as weird and disjointed as yours.

Choose wisely, and outsmart them before the match even begins.

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