To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
Drafting Priorities
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.
- If you give them a Balloon, you MUST draft anti-air immediately.
- Stability is key.
- Spells win draft games.
Drafting for the Enemy
Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.
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 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.E.K.K. If you adored this article and you would like to be given more info with regards to tower rush please visit our own page. 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.
Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.