diff --git a/Drafting-and-Deck-Building-in-Tower-Rush.md b/Drafting-and-Deck-Building-in-Tower-Rush.md new file mode 100644 index 0000000..c9b65a8 --- /dev/null +++ b/Drafting-and-Deck-Building-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
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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.
+Drafting Priorities +
The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
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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?"
+If you give them a Balloon, you MUST draft anti-air immediately.It provides a solid defensive anchor regardless of what else you pick.Guaranteed damage is invaluable. +Sabotaging the Opponent +
Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.
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If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
+Card PairingYour SelectionWhat to GiveFast Attacker vs Slow BuildingIt is a reliable, cheap win conditionGive the HutSpell vs SwarmTake The LogGive the Skeleton Army +Playing the Hand You're Dealt +
The winner of a draft match is the player who can identify their bizarre new win condition fastest.
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Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.
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