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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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Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
+The Golden Rules of Picking
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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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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.Guaranteed damage is invaluable.
+Drafting for the Enemy
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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 MistakeThe ResultDrafting 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. Here's more info regarding [tower rush](https://video-sharing.senhosts.com/@bettyeeyb47203?page=about) look at our web-page. 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
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The winner of a draft match is the player who can identify their bizarre new win condition fastest.
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Choose wisely, and outsmart them before the match even begins.
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