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To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
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You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
+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?"
+Don't get caught defenseless.Stability is key.If you have the choice between a Fireball and a wizard, take the Fireball.
+The Art of the Bad Gift
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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.
+Common ErrorThe ConsequenceDrafting purely for synergy while ignoring the opponent's cardsYou might build a great Golem deck, but you accidentally gave them an Inferno Tower and a P.E.K.K. If you cherished this posting and you would like to acquire much more data relating to [tower rush](https://app.ontelly.com/read-blog/29644_understanding-the-meta-of-tower-rush-games.html) kindly visit our own web-page. A, rendering your Golem uselessForgetting to draft any spellsYou will have absolutely no way to finish off a tower with 100 hitpoints remaining in overtime
+Embracing the Chaos
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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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Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.
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