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..ef5f74b --- /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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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 absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).
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Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
+Always draft the counter to the card you give away.Don't draft too heavy.Clog their hand with heavy, useless units. +The Art of the Bad Gift +
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
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Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
+Draft ChoiceYour SelectionThe GiftHog Rider vs. For those who have just about any issues concerning where and the way to make use of [tower rush](https://www.johorfactory.com.my/agents/glorypotts358/), you possibly can e-mail us with our own webpage. Barbarian HutAlways take the Hog RiderGive the HutSpell vs SwarmYou now have the perfect counter to the swarm you just gave themGive 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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