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While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
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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.
+The Golden Rules of Picking
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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.
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Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
+Don't get caught defenseless.Drafting a building (like a Cannon or Tesla) is usually a very safe choice.If you have the choice between a Fireball and a wizard, take the Fireball.
+Sabotaging the Opponent
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Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.
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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.
+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.E.K.K. If you are you looking for more information on [tower rush](https://git.qrids.dev/boydmathias531/7186tower-rush/wiki/How-to-Balance-Offense-and-Defense-in-Tower-Rush) stop by our web-page. 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
+Embracing the Chaos
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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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