While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
The Golden Rules of Picking
The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.
Always ask yourself: "If I give this card to my opponent, do I have a counter for it in the cards I have already drafted?"
- 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
Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.
Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.
| Draft Mistake | 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. If you have any kind of inquiries relating to where by in addition to how you can employ tower rush, you are able to e mail us in our own webpage. 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
Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.