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.


Drafting Priorities


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?"


  • If you give them a Balloon, you MUST draft anti-air immediately.
  • Drafting a building (like a Cannon or Tesla) is usually a very safe choice.
  • If you have the choice between a Fireball and a wizard, take the Fireball.

Drafting for the Enemy


The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.


Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.


Common ErrorThe Result
Drafting 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.E. If you are you looking for more info about tower rush review our own web-site. K.K.A, rendering your Golem useless
Forgetting 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


Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.


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

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