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To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
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This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
+Drafting Priorities +
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.
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Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
+Always draft the counter to the card you give away.Skeletons or Ice Spirits are universally useful.Clog their hand with heavy, useless units. +Sabotaging the Opponent +
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
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Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
+Card PairingThe KeepWhat to GiveHog Rider vs. If you are you looking for more information on [tower rush](http://209.127.59.74:3000/richelle66p36/2336886/wiki/Understanding-the-Meta-of-Tower-Rush-Games) take a look at the internet site. Barbarian HutIt is a reliable, cheap win conditionGive the HutThe 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 +Adaptability in the Arena +
Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.
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Choose wisely, and outsmart them before the match even begins.
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