To inject variety and test pure fundamental skill, developers frequently feature ‘Draft’ modes in special events and tournaments.
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
The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
- Don’t get caught defenseless.
- Drafting a building (like a Cannon or Tesla) is usually a very safe choice.
- 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.
Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.
| Draft Mistake | The Result |
|---|---|
| Drafting purely for synergy while ignoring the opponent’s cards | You 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 info about tower rush check out our own web-page. A, rendering your Golem useless |
| Forgetting to draft any spells | You will have absolutely no way to finish off a tower with 100 hitpoints remaining in overtime |
Adaptability in the Arena
Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.