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..51f1041 --- /dev/null +++ b/Drafting-and-Deck-Building-in-Tower-Rush.md @@ -0,0 +1,13 @@ +
To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.
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You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
+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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If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
+Always draft the counter to the card you give away.Always take the versatile, cheap cycle cards.Clog their hand with heavy, useless units. +The Art of the Bad Gift +
Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.
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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 ChoiceThe KeepThe GiftFast Attacker vs Slow BuildingIt is a reliable, cheap win conditionGive the HutThe Log vs. If you cherished this article as well as you would like to obtain more information about [tower rush](https://git.vultr.stacktonic.au/michelle465985) generously stop by our own page. Skeleton ArmyTake The LogYou instantly know one of their cards and have the exact counter ready +Playing the Hand You're Dealt +
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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