
In a Draft match, you do not bring your own deck; instead, you build it on the fly by choosing between pairs of random cards.
This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
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.
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
- Always draft the counter to the card you give away.
- Always take the versatile, cheap cycle cards.
- If forced to choose between two terrible cards, give them the more expensive one.
Sabotaging the Opponent
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.
| Card Pairing | The Keep | What to Give |
|---|---|---|
| Fast Attacker vs Slow Building | It is a reliable, cheap win condition | It is incredibly expensive and easy to defend against |
| The Log vs. Here is more info about tower rush look into our site. Skeleton Army | Take The Log | Give the Skeleton Army |
Playing the Hand You're Dealt
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.