Drafting and Deck Building in Tower Rush
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While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.

Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
Drafting Priorities
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.
Deny them synergy.Skeletons or Ice Spirits are universally useful.Clog their hand with heavy, useless units. The Art of the Bad Gift
Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.

If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
Draft MistakeThe ResultDrafting purely for synergy while ignoring the opponent's cardsYou might build a great Golem deck, but you accidentally gave them an Inferno Tower and a P.E.K.K. For those who have any inquiries with regards to where by along with the way to work with tower rush, you can call us at our own web-site. A, rendering your Golem uselessForgetting to draft any spellsYou 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.

Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.