While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.

Drafting Priorities
The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
- Deny them synergy.
- Skeletons or Ice Spirits are universally useful.
- If forced to choose between two terrible cards, give them the more expensive one.
Sabotaging the Opponent
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 | The Result |
|---|---|
| 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. If you enjoyed this post and you would certainly such as to obtain additional details pertaining to tower rush kindly see the 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 |
Playing the Hand You're Dealt
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.