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.
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
- Don't get caught defenseless.
- 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.
The Art of the Bad Gift
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.
| Draft Mistake | The Result |
|---|---|
| Drafting purely for synergy while ignoring the opponent's cards | You might build a great Golem deck, but you accidentally gave them an Inferno Tower and a P. In the event you loved this article and also you wish to acquire more details regarding tower rush generously visit the web-page. E.K.K.A, rendering your Golem useless |
| Forgetting to draft any spells | You 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.