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.

Drafting is widely considered the ultimate test of a player’s game knowledge, adaptability, and understanding of core synergies.
The Golden Rules of Picking
If you reach the end of the draft and your deck has no reliable way to damage the enemy tower, you have already lost the match.

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.Always take the versatile, cheap cycle cards.If forced to choose between two terrible cards, give them the more expensive one. Drafting for the Enemy
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.

If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
Bad DraftingThe ResultDrafting 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. To learn more information in regards to tower rush look into the page. E.K.K.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 Playing the Hand You’re Dealt
Do not panic; remember that your opponent’s deck is likely just as weird and disjointed as yours.

Choose wisely, and outsmart them before the match even begins.