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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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This comprehensive guide will teach you the golden rules of the drafting phase, ensuring you enter the arena with a massive tactical advantage.
+Prioritizing Your Choices
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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?"
+Never give your opponent a Golem if you haven't drafted a tank killer.Always take the versatile, cheap cycle cards.Clog their hand with heavy, useless units.
+The Art of the Bad Gift
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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.
+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.E.K.K. If you have any thoughts regarding wherever and how to use [tower rush](https://viewcast.altervista.org/@albertobarrett?page=about), you can get hold of us at our own web-page. 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
+Playing the Hand You're Dealt
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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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Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.
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