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To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
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Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
+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.
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Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
+If you give them a Balloon, you MUST draft anti-air immediately.Stability is key.Guaranteed damage is invaluable. +Drafting for the Enemy +
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
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If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
+Common ErrorThe ConsequenceDrafting 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. If you adored this post and you would certainly like to receive additional info relating to [tower rush](https://friends4ed.co.zw/read-blog/21229_how-to-effectively-use-fast-cycle-decks-in-tower-rush.html) kindly go to our site. E.K.K.A, rendering your Golem uselessForgetting to draft any spellsYou 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.
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Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.
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