Drafting and Deck Building in Tower Rush

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Don't get caught defenseless. If you liked this post and you would like to receive additional information pertaining to tower rush kindly see our own webpage. Stability is key.

To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.


You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.


Drafting Priorities


The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.


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.

The Art of the Bad Gift


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 DraftingThe Consequence
Drafting purely for synergy while ignoring the opponent's cardsYou might build a great Golem deck, but you accidentally gave them an Inferno Tower and a P.E. If you have any kind of issues concerning where by as well as how to employ tower rush, you possibly can e mail us in our web-page. K.K.A, rendering your Golem useless
Forgetting to draft any spellsYou will have absolutely no way to finish off a tower with 100 hitpoints remaining in overtime

Adaptability in the Arena


The winner of a draft match is the player who can identify their bizarre new win condition fastest.


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

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