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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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This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
+Drafting Priorities +
The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
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If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
+Deny them synergy.Always take the versatile, cheap cycle cards.Clog their hand with heavy, useless units. +Drafting for the Enemy +
Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.
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Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
+Draft MistakeThe ResultDrafting 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 questions with regards to where by and how to use [tower rush](https://shamrick.us/cedricdorman2/2541tower-rush/wiki/The-Role-of-E-Sports-in-the-Tower-Rush-Community), you can contact us at our web page. 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 +
The winner of a draft match is the player who can identify their bizarre new win condition fastest.
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Choose wisely, and outsmart them before the match even begins.
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