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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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Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
+The Golden Rules of Picking +
The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.
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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.
+If you give them a Balloon, you MUST draft anti-air immediately.Stability is key.If you have the choice between a Fireball and a wizard, take the Fireball. +Sabotaging the Opponent +
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.
+Common ErrorThe 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. If you have any sort of concerns relating to where and how you can make use of [tower rush](https://gitea.precia.site/tatianableasda), you can call us at the web site. E.K.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 +
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
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Choose wisely, and outsmart them before the match even begins.
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