Drafting and Deck Building in Tower Rush

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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.


You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.


Drafting Priorities


The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.


If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.


  • Never give your opponent a Golem if you haven't drafted a tank killer.
  • Don't draft too heavy.
  • Ruin their cycle.

Sabotaging the Opponent


The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.


Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.


Card PairingWhat to TakeWhat to Give
Fast Attacker vs Slow BuildingIt is a reliable, cheap win conditionGive the Hut
The Log vs. For more info on tower rush take a look at our own internet site. Skeleton ArmyTake The LogYou instantly know one of their cards and have the exact counter ready

Adaptability in the Arena


The winner of a draft match is the player who can identify their bizarre new win condition fastest.


Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.

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