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Drafting and Deck Building in Tower Rush

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To inject variety and test pure fundamental skill, developers frequently feature ‘Draft’ modes in special events and tournaments.

Drafting is widely considered the ultimate test of a player’s game knowledge, adaptability, and understanding of core synergies.

The Golden Rules of Picking

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.

  • If you give them a Balloon, you MUST draft anti-air immediately.
  • It provides a solid defensive anchor regardless of what else you pick.
  • Guaranteed damage is invaluable.

Drafting for the Enemy

Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.

Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.

Draft Choice The Keep What to Give
Fast Attacker vs Slow Building Always take the Hog Rider Give the Hut
Spell vs Swarm Take The Log You instantly know one of their cards and have the exact counter ready

Adaptability in the Arena

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.

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