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  • Founded Date 11/03/2011
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Drafting and Deck Building in Tower Rush

While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.

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

Prioritizing Your Choices

The absolute most critical rule of drafting is ensuring you select at least one reliable ‘Win Condition’ (a card that targets buildings).

If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.

  • Always draft the counter to the card you give away.
  • Skeletons or Ice Spirits are universally useful.
  • If forced to choose between two terrible cards, give them the more expensive one.

Sabotaging the Opponent

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.

Common Error The Consequence
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. If you liked this article and you would like to receive more info with regards to tower rush i implore you to visit our own web-page. K.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

Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.

Choose wisely, and outsmart them before the match even begins.