While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
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?"
- If you give them a Balloon, you MUST draft anti-air immediately.
- Drafting a building (like a Cannon or Tesla) is usually a very safe choice.
- Guaranteed damage is invaluable.
Sabotaging the Opponent
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
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.K. When you cherished this short article along with you would want to receive more info relating to tower rush i implore you to check out our own web-site. 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
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Choose wisely, and outsmart them before the match even begins.