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Drafting and Deck Building in Tower Rush
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.
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?”
- Pay attention to the air vs. ground balance.
- It provides a solid defensive anchor regardless of what else you pick.
- 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.
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
| Bad Drafting | Why It Fails |
|---|---|
| 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.K. In the event you liked this information along with you want to obtain guidance concerning tower rush i implore you to check out our own web site. 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.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.
