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).
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?"
Pay attention to the air vs. ground balance.Stability is key.Spells win draft games.
Sabotaging the Opponent
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
Draft MistakeThe ConsequenceDrafting purely for synergy while ignoring the opponent's cardsYou might build a great Golem deck, but you accidentally gave them an Inferno Tower and a P. For more info regarding tower rush look at our page. E.K.K.A, rendering your Golem uselessForgetting to draft any spellsYou will have absolutely no way to finish off a tower with 100 hitpoints remaining in overtime
Embracing the Chaos
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.
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Drafting and Deck Building in Tower Rush
Cathryn Rutledge edited this page 2026-07-12 16:17:35 +08:00