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Drafting and Deck Building in Tower Rush

While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.

You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.

Prioritizing Your Choices

The absolute most critical rule of drafting is ensuring you select at least one reliable ‘Win Condition’ (a card that targets buildings).

Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.

  • Deny them synergy.
  • Always take the versatile, cheap cycle cards.
  • Ruin their cycle.

The Art of the Bad Gift

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 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. If you liked this post and you would certainly such as to obtain even more information regarding tower rush kindly visit our webpage. K.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

Playing the Hand You’re Dealt

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.