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.
Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
Drafting Priorities
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. If you loved this post and you would like to acquire a lot more information relating to tower rush kindly take a look at our own page. ground balance.
- Drafting a building (like a Cannon or Tesla) is usually a very safe choice.
- If you have the choice between a Fireball and a wizard, take the Fireball.
Drafting for the Enemy
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.
| Card Pairing | What to Take | What to Give |
|---|---|---|
| Hog Rider vs. Barbarian Hut | Always take the Hog Rider | Give the Hut |
| Spell vs Swarm | Take The Log | You instantly know one of their cards and have the exact counter ready |
Playing the Hand You're Dealt
The winner of a draft match is the player who can identify their bizarre new win condition fastest.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.