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.
Always ask yourself: "If I give this card to my opponent, do I have a counter for it in the cards I have already drafted?"
- Pay attention to the air vs. When you have any questions regarding where along with how you can employ tower rush, you possibly can contact us in the web-site. ground balance.
- It provides a solid defensive anchor regardless of what else you pick.
- If you have the choice between a Fireball and a wizard, take the Fireball.
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.
| Draft Choice | The Keep | What to Give |
|---|---|---|
| Fast Attacker vs Slow Building | Always take the Hog Rider | It is incredibly expensive and easy to defend against |
| Spell vs Swarm | Take The Log | 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.
Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.