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.
You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
The Golden Rules of Picking
The absolute most critical rule of drafting is ensuring you select at least one reliable ‘Win Condition’ (a card that targets buildings).
Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
- Always draft the counter to the card you give away.
- Always take the versatile, cheap cycle cards.
- Clog their hand with heavy, useless units.
The Art of the Bad Gift
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.
| Common Error | 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.E. If you loved this post and you would like to acquire more data relating to tower rush kindly stop by the page. 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 |
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.