While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
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.

Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
- Pay attention to the air vs. If you loved this article and you would like to obtain more info about tower rush i implore you to visit our web site. ground balance.
- Drafting a building (like a Cannon or Tesla) is usually a very safe choice.
- If you have the choice between a Fireball and a wizard, take the Fireball.
Drafting for the Enemy
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
| Draft Choice | What to Take | The Gift |
|---|---|---|
| Fast Attacker vs Slow Building | It is a reliable, cheap win condition | Give the Hut |
| Spell vs Swarm | You now have the perfect counter to the swarm you just gave them | Give the Skeleton Army |
Adaptability in the Arena
The winner of a draft match is the player who can identify their bizarre new win condition fastest.
Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.