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

If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
- Never give your opponent a Golem if you haven’t drafted a tank killer.
- Always take the versatile, cheap cycle cards.
- 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.
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
| Bad Drafting | The Consequence |
|---|---|
| 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 enjoyed this short article and you would like to receive even more details relating to tower rush kindly visit our own site. 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
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.