While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
The Golden Rules of Picking
If you reach the end of the draft and your deck has no reliable way to damage the enemy tower, you have already lost the match.
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?"
- Never give your opponent a Golem if you haven't drafted a tank killer.
- Skeletons or Ice Spirits are universally useful.
- Ruin their cycle.
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.
| Card Pairing | What to Take | The Gift |
|---|---|---|
| Hog Rider vs. If you liked this article and you would like to receive more data regarding tower rush kindly visit our web-page. Barbarian Hut | It is a reliable, cheap win condition | It is incredibly expensive and easy to defend against |
| Spell vs Swarm | Take The Log | You instantly know one of their cards and have the exact counter ready |
Embracing the Chaos
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Choose wisely, and outsmart them before the match even begins.