To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
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 absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
- Deny them synergy.
- Don't draft too heavy.
- If forced to choose between two terrible cards, give them the more expensive one.
Sabotaging the Opponent
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.
| Common Error | Why It Fails |
|---|---|
| Drafting purely for synergy while ignoring the opponent's cards | You might build a great Golem deck, but you accidentally gave them an Inferno Tower and a P.E. In case you loved this information and you would love to receive more info concerning tower rush assure visit our web site. K.K.A, rendering your Golem useless |
| Forgetting to draft any spells | You will have absolutely no way to finish off a tower with 100 hitpoints remaining in overtime |
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.