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 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.
- Never give your opponent a Golem if you haven't drafted a tank killer.
- Always take the versatile, cheap cycle cards.
- Ruin their cycle.
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.
| Card Pairing | The Keep | The Discard |
|---|---|---|
| Fast Attacker vs Slow Building | It is a reliable, cheap win condition | It is incredibly expensive and easy to defend against |
| The Log vs. Should you have virtually any issues about wherever as well as the best way to use tower rush, it is possible to e mail us at the web site. Skeleton Army | Take The Log | Give the Skeleton Army |
Adaptability in the Arena
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.

