Drafting and Deck Building in Tower Rush

To inject variety and test pure fundamental skill, developers frequently feature ‘Draft’ modes in special events and tournaments.

This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.

The Golden Rules of Picking

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.

If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.

  • 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.

Sabotaging the Opponent

The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.

If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.

The Pick What to Take The Gift
Fast Attacker vs Slow Building Always take the Hog Rider Give the Hut
Spell vs Swarm You now have the perfect counter to the swarm you just gave them You instantly know one of their cards and have the exact counter ready

Adaptability in the Arena

Do not panic; remember that your opponent’s deck is likely just as weird and disjointed as yours.

Choose wisely, and outsmart them before the match even begins.

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