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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.
+Drafting Priorities
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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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If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
+Pay attention to the air vs. ground balance.It provides a solid defensive anchor regardless of what else you pick.Spells win draft games.
+Sabotaging the Opponent
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The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
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If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
+Bad DraftingThe 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. If you have any sort of concerns relating to where and exactly how to use [tower rush](https://git.wending993.top/jeffreyodoms13/tower-rush2005/wiki/Late-Game-Strategies-for-Tower-Rush-Matches), you can contact us at our own webpage. K.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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Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
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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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