In a Draft match, you do not bring your own deck; instead, you build it on the fly by choosing between pairs of random cards.
You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
Drafting Priorities
The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
Never give your opponent a Golem if you haven't drafted a tank killer.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
Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.
Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
Card PairingWhat to TakeWhat to GiveFast Attacker vs Slow BuildingAlways take the Hog RiderGive the HutThe Log vs. For more information on tower rush have a look at the webpage. Skeleton ArmyTake The LogYou instantly know one of their cards and have the exact counter ready
Playing the Hand You're Dealt
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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Drafting and Deck Building in Tower Rush
Avis Begay edited this page 2026-07-16 12:10:09 +02:00