diff --git a/Drafting-and-Deck-Building-in-Tower-Rush.md b/Drafting-and-Deck-Building-in-Tower-Rush.md new file mode 100644 index 0000000..0da9dc7 --- /dev/null +++ b/Drafting-and-Deck-Building-in-Tower-Rush.md @@ -0,0 +1,13 @@ +
In a Draft match, you do not bring your own deck; instead, you build it on the fly by choosing between pairs of random cards.
+
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 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?"
+Pay attention to the air vs. ground balance.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. +The Art of the Bad Gift +
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 ChoiceWhat to TakeThe GiftFast Attacker vs Slow BuildingIt is a reliable, cheap win conditionIt is incredibly expensive and easy to defend againstThe Log vs. If you liked this article and you would certainly such as to obtain additional info concerning [tower rush](https://www.tacticallysolved.com/garland0571399) kindly browse through the web page. Skeleton ArmyTake The LogGive the Skeleton Army +Embracing the Chaos +
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
+
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.
\ No newline at end of file