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.
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
- If you give them a Balloon, you MUST draft anti-air immediately.
- Stability is key.
- 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.
| The Pick | Your Selection | What to Give |
|---|---|---|
| Hog Rider vs. Should you adored this informative article as well as you would want to be given more information relating to tower rush kindly go to our own web-site. Barbarian Hut | 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 | You instantly know one of their cards and have the exact counter ready |
Embracing the Chaos
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.