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Drafting and Deck Building in Tower Rush
Christen Nunn edited this page 2026-07-24 00:38:13 -04:00


While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.

This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
Drafting Priorities
The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).

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.If you have the choice between a Fireball and a wizard, take the Fireball. Sabotaging the Opponent
Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.

Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
Draft MistakeThe ConsequenceDrafting 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. To find out more information regarding tower rush take a look at our own internet site. E.K.K.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 Adaptability in the Arena
The winner of a draft match is the player who can identify their bizarre new win condition fastest.

Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.