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.
This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
The Golden Rules of Picking
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.
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
- Don't get caught defenseless.
- Stability is key.
- If you have the choice between a Fireball and a wizard, take the Fireball.
Drafting for the Enemy
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.
| The Pick | Your Selection | The Discard |
|---|---|---|
| Hog Rider vs. Barbarian Hut | It is a reliable, cheap win condition | Give the Hut |
| The Log vs. In case you loved this informative article and you wish to receive more details with regards to tower rush please visit the internet site. Skeleton Army | You now have the perfect counter to the swarm you just gave them | You instantly know one of their cards and have the exact counter ready |
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.