Add Drafting and Deck Building in Tower Rush
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<br>To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.<br>
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<br>Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.<br>
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Drafting Priorities
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<br>The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).<br>
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<br>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?"<br>
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Deny them synergy.Skeletons or Ice Spirits are universally useful.If forced to choose between two terrible cards, give them the more expensive one.
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The Art of the Bad Gift
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<br>Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.<br>
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<br>Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.<br>
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Draft ChoiceThe KeepThe DiscardFast Attacker vs Slow BuildingIt is a reliable, cheap win conditionIt is incredibly expensive and easy to defend againstThe Log vs. If you loved this article and you would love to receive much more information relating to [tower rush](https://friends4ed.co.zw/read-blog/21210_defending-against-the-zerg-rush-in-tower-rush.html) i implore you to visit the webpage. Skeleton ArmyTake The LogYou instantly know one of their cards and have the exact counter ready
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Adaptability in the Arena
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<br>The winner of a draft match is the player who can identify their bizarre new win condition fastest.<br>
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<br>Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.<br>
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