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While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
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Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
+Prioritizing Your Choices
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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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Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
+Never give your opponent a Golem if you haven't drafted a tank killer.Always take the versatile, cheap cycle cards.If forced to choose between two terrible cards, give them the more expensive one.
+The Art of the Bad Gift
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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.
+Draft ChoiceWhat to TakeThe DiscardHog Rider vs. If you beloved this short article and you would like to acquire extra facts with regards to [tower rush](https://git.hydsoft.id/cierramadigan9/tower-rush1988/wiki/Advanced+Micro-Management+in+Tower+Rush.-) kindly go to our own website. Barbarian HutAlways take the Hog RiderGive the HutThe Log vs. Skeleton ArmyYou now have the perfect counter to the swarm you just gave themYou instantly know one of their cards and have the exact counter ready
+Embracing the Chaos
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The winner of a draft match is the player who can identify their bizarre new win condition fastest.
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Choose wisely, and outsmart them before the match even begins.
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