To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
Prioritizing Your Choices
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.
- Pay attention to the air vs. 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.
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.
Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.
| Draft Mistake | 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.K.K. If you loved this information and you would want to receive more information about tower rush kindly visit the web-page. 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 |
Adaptability in the Arena
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.