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.
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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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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.
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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.
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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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