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.
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.
Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
- Deny them synergy.
- Skeletons or Ice Spirits are universally useful.
- If forced to choose between two terrible cards, give them the more expensive one.
The Art of the Bad Gift
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 | Your Selection | The Gift |
|---|---|---|
| Hog Rider vs. Barbarian Hut | Always take the Hog Rider | It is incredibly expensive and easy to defend against |
| The Log vs. In case you loved this post and you would like to receive more details with regards to tower rush please visit the webpage. Skeleton Army | You now have the perfect counter to the swarm you just gave them | Give the Skeleton Army |
Adaptability in the Arena
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.