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.
You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.

Drafting Priorities
If you reach the end of the draft and your deck has no reliable way to damage the enemy tower, you have already lost the match.
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?"
- Never give your opponent a Golem if you haven't drafted a tank killer.
- Always take the versatile, cheap cycle cards.
- Ruin their cycle.
The Art of the Bad Gift
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.
| The Pick | What to Take | What to Give |
|---|
| Fast Attacker vs Slow Building | Always take the Hog Rider | Give the Hut |
| Spell vs Swarm | You now have the perfect counter to the swarm you just gave them | Give the Skeleton Army |
Playing the Hand You're Dealt
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.
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