To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.

This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
Prioritizing Your Choices
The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.
Always ask yourself: "If I give this card to my opponent, do I have a counter for it in the cards I have already drafted?"
- If you give them a Balloon, you MUST draft anti-air immediately.
- Drafting a building (like a Cannon or Tesla) is usually a very safe choice.
- Spells win draft games.
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.
If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
| Card Pairing | What to Take | What to Give |
|---|---|---|
| Fast Attacker vs Slow Building | Always take the Hog Rider | Give the Hut |
| Spell vs Swarm | Take The Log | Give the Skeleton Army |
Embracing the Chaos
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Master the draft, and you prove that your skills are universal, not just tied to one specific meta deck.
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