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.
The Golden Rules of Picking
The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.
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.
- Clog their hand with heavy, useless units.
Drafting for the Enemy
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.
| Card Pairing | What to Take | The Discard |
|---|---|---|
| Hog Rider vs. When you have any kind of concerns concerning wherever and how to make use of tower rush, you’ll be able to email us from the page. Barbarian Hut | It is a reliable, cheap win condition | Give the Hut |
| The Log vs. Skeleton Army | You now have the perfect counter to the swarm you just gave them | Give the Skeleton Army |
Adaptability in the Arena
Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.
