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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.
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This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
+The Golden Rules of Picking
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If you reach the end of the draft and your deck has no reliable way to damage the enemy tower, you have already lost the match.
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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?"
+Always draft the counter to the card you give away.Skeletons or Ice Spirits are universally useful.Clog their hand with heavy, useless units.
+Sabotaging the Opponent
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Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.
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If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
+The PickThe KeepWhat to GiveHog Rider vs. If you adored this information and you would certainly like to receive more information relating to [tower rush](http://gitlab.kedai-sayur.com/willianalbritt) kindly see the page. Barbarian HutIt is a reliable, cheap win conditionGive the HutThe Log vs. Skeleton ArmyTake The LogYou instantly know one of their cards and have the exact counter ready
+Adaptability in the Arena
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Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.
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Choose wisely, and outsmart them before the match even begins.
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