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..76d46e4
--- /dev/null
+++ b/Drafting-and-Deck-Building-in-Tower-Rush.md
@@ -0,0 +1,13 @@
+
While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
+
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.
+
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
+
Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.
+
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
+Draft ChoiceYour SelectionThe GiftHog Rider vs. Here is more info regarding [tower rush](https://gitea.micro-stack.org/teddyforth904) look into the internet site. Barbarian HutIt is a reliable, cheap win conditionIt is incredibly expensive and easy to defend againstSpell vs SwarmTake 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.
+
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.
\ No newline at end of file