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.
This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
Prioritizing Your Choices
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.
- Deny them synergy.
- Skeletons or Ice Spirits are universally useful.
- Clog their hand with heavy, useless units.
Drafting for the Enemy
Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
| Draft Choice | What to Take | What to Give |
|---|---|---|
| Fast Attacker vs Slow Building | Always take the Hog Rider | It is incredibly expensive and easy to defend against |
| Spell vs Swarm | Take The Log | You instantly know one of their cards and have the exact counter ready |
Adaptability in the Arena
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.
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