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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.
The Golden Rules of Picking
The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
If you give them a Balloon, you MUST draft anti-air immediately.It provides a solid defensive anchor regardless of what else you pick.If you have the choice between a Fireball and a wizard, take the Fireball.
Sabotaging the Opponent
Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
Card PairingThe KeepWhat to GiveHog Rider vs. If you have any type of inquiries relating to where and exactly how to utilize tower rush, you could call us at our own web-site. Barbarian HutIt is a reliable, cheap win conditionIt is incredibly expensive and easy to defend againstThe Log vs. Skeleton ArmyYou now have the perfect counter to the swarm you just gave themYou instantly know one of their cards and have the exact counter ready
Playing the Hand You're Dealt
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.
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