Drafting and Deck Building in Tower Rush

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To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.


Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.


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.


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.
  • Always take the versatile, cheap cycle cards.
  • If forced to choose between two terrible cards, give them the more expensive one.

Sabotaging the Opponent


Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.


If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.


Common ErrorWhy It Fails
Drafting 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. If you adored this post and also you want to receive more information with regards to tower rush generously stop by our internet site. A, rendering your Golem useless
Forgetting to draft any spellsYou will have absolutely no way to finish off a tower with 100 hitpoints remaining in overtime

Adaptability in the Arena


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.

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