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
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.
Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
- 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.
| Card Pairing | Your Selection | What to Give |
|---|---|---|
| Fast Attacker vs Slow Building | It is a reliable, cheap win condition | Give the Hut |
| The Log vs. If you loved this short article and you would certainly such as to receive more info relating to tower rush kindly browse through our own web-site. Skeleton Army | You now have the perfect counter to the swarm you just gave them | Give the Skeleton Army |
Adaptability in the Arena
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.