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julioDrafting and Deck Building in Tower Rush
To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
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.
- 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.
Sabotaging the Opponent
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 | 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 have any inquiries regarding where and the best ways to utilize tower rush, you can call us at our web-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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