1 Drafting and Deck Building in Tower Rush
Abe Baumgardner edited this page 1 month ago


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.
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).

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?"
Never give your opponent a Golem if you haven't drafted a tank killer.Skeletons or Ice Spirits are universally useful.Ruin their cycle. Sabotaging the Opponent
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.
The PickYour SelectionThe GiftFast Attacker vs Slow BuildingIt is a reliable, cheap win conditionIt is incredibly expensive and easy to defend againstSpell vs SwarmYou now have the perfect counter to the swarm you just gave themGive the Skeleton Army Playing the Hand You're Dealt
The winner of a draft match is the player who can identify their bizarre new win condition fastest.

Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.

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