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..a080da4 --- /dev/null +++ b/Drafting-and-Deck-Building-in-Tower-Rush.md @@ -0,0 +1,13 @@ +
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.
+Prioritizing Your Choices +
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?"
+Never give your opponent a Golem if you haven't drafted a tank killer.Always take the versatile, cheap cycle cards.Clog their hand with heavy, useless units. +Sabotaging the Opponent +
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
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Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.
+The PickWhat to TakeThe DiscardFast Attacker vs Slow BuildingIt is a reliable, cheap win conditionGive the HutThe Log vs. If you loved this write-up and you would like to obtain far more information regarding [tower rush](https://ripematch.com/@romancollings) kindly go to our webpage. Skeleton ArmyTake The LogGive the Skeleton Army +Embracing the Chaos +
Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.
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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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