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..8ab1137 --- /dev/null +++ b/Drafting-and-Deck-Building-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
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.
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You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
+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.
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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.Ruin their cycle. +The Art of the Bad Gift +
Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.
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Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.
+The PickThe KeepThe GiftFast Attacker vs Slow BuildingIt is a reliable, cheap win conditionIt is incredibly expensive and easy to defend againstSpell vs SwarmTake The LogGive the Skeleton Army +Adaptability in the Arena +
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
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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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