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.
The Golden Rules of Picking
The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.
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?"
- Deny them synergy.
- Always take the versatile, cheap cycle cards.
- If forced to choose between two terrible cards, give them the more expensive one.
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.
Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.

| 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 loved this article therefore you would like to get more info pertaining to tower rush i implore you to visit our own page. 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 |
Embracing the Chaos
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.