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While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
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Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
+Prioritizing Your Choices
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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?"
+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
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Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.
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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
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The winner of a draft match is the player who can identify their bizarre new win condition fastest.
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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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