Drafting and Deck Building in Tower Rush

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Deny them synergy. Don't draft too heavy. Ruin their cycle.

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.


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?"


  • Deny them synergy.
  • Don't draft too heavy.
  • Ruin their cycle.

Sabotaging the Opponent


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.


Card PairingWhat to TakeWhat to Give
Fast Attacker vs Slow BuildingIt is a reliable, cheap win conditionGive the Hut
Spell vs SwarmTake The LogGive the Skeleton Army

Embracing the Chaos


The winner of a draft match is the player who can identify their bizarre new win condition fastest.


Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.



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