1 Drafting and Deck Building in Tower Rush
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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.

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).

Always ask yourself: "If I give this card to my opponent, do I have a counter for it in the cards I have already drafted?"
Deny them synergy.Always take the versatile, cheap cycle cards.Clog their hand with heavy, useless units. Drafting for the Enemy
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.

Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
Draft ChoiceWhat to TakeWhat to GiveFast Attacker vs Slow BuildingIt is a reliable, cheap win conditionIt is incredibly expensive and easy to defend againstThe Log vs. For more information in regards to tower rush visit the web-site. Skeleton ArmyTake The LogYou instantly know one of their cards and have the exact counter ready Adaptability in the Arena
Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.

Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.