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.
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.
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
- Never give your opponent a Golem if you haven't drafted a tank killer.
- Always take the versatile, cheap cycle cards.
- Clog their hand with heavy, useless units.
Sabotaging the Opponent
Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.
Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
| Card Pairing | The Keep | What to Give |
|---|---|---|
| Hog Rider vs. For more regarding tower rush visit the web site. Barbarian Hut | It is a reliable, cheap win condition | It is incredibly expensive and easy to defend against |
| Spell vs Swarm | Take The Log | Give the Skeleton Army |
Embracing the Chaos
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.