To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
Drafting Priorities
The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
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?"
- Never give your opponent a Golem if you haven't drafted a tank killer.
- Skeletons or Ice Spirits are universally useful.
- Ruin their cycle.
Drafting for the Enemy
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
| Card Pairing | The Keep | The Gift |
|---|---|---|
| Fast Attacker vs Slow Building | Always take the Hog Rider | Give the Hut |
| The Log vs. When you loved this post and you would love to receive more info relating to tower rush assure visit the internet site. Skeleton Army | You now have the perfect counter to the swarm you just gave them | Give the Skeleton Army |
Adaptability in the Arena
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.