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Drafting and Deck Building in Tower Rush

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.
Prioritizing Your Choices
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.
- 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.
| The Pick | Your Selection | What to Give |
|---|---|---|
| Hog Rider vs. If you loved this posting and you would like to receive far more information about tower rush kindly stop by our own web page. Barbarian Hut | It is a reliable, cheap win condition | It is incredibly expensive and easy to defend against |
| 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.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.



