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Drafting and Deck Building in Tower Rush

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.

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.

  • Deny them synergy.
  • Skeletons or Ice Spirits are universally useful.
  • If forced to choose between two terrible cards, give them the more expensive one.

Drafting for the Enemy

The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.

Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.

Bad Drafting The Result
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.E.K.K. If you have any inquiries regarding where and how to use tower rush, you can contact us at the internet site. 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

The winner of a draft match is the player who can identify their bizarre new win condition fastest.

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

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