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To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
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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).
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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.
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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](https://qflirt.net/@rexgresswell2) 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.
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Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.
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