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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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This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
+Drafting Priorities
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The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.
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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.Drafting a building (like a Cannon or Tesla) is usually a very safe choice.Guaranteed damage is invaluable.
+Drafting for the Enemy
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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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If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
+Common ErrorThe 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.E.K.K. If you adored this information and you desire to get more details relating to [tower rush](https://heyyo.social/@klausgillingha?page=about) i implore you to visit the page. 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
+Adaptability in the Arena
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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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