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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 +
The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
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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.Don't draft too heavy.If forced to choose between two terrible cards, give them the more expensive one. +Drafting for the Enemy +
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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Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
+Bad DraftingThe ResultDrafting 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.E.K.K. If you're ready to find more on [tower rush](https://allyrealestateagency.com/author/sanfordratclif/) take a look at the web site. 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 +Playing the Hand You're Dealt +
Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.
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Choose wisely, and outsmart them before the match even begins.
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