In a Draft match, you do not bring your own deck; instead, you build it on the fly by choosing between pairs of random cards.
Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
Drafting Priorities
The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
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.
- Don't draft too heavy.
- 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.
Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
| Card Pairing | What to Take | What to Give |
|---|---|---|
| Hog Rider vs. Barbarian Hut | Always take the Hog Rider | Give the Hut |
| The Log vs. Here is more information on tower rush look at our own internet site. Skeleton Army | You now have the perfect counter to the swarm you just gave them | Give the Skeleton Army |
Adaptability in the Arena
The winner of a draft match is the player who can identify their bizarre new win condition fastest.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.