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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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If you reach the end of the draft and your deck has no reliable way to damage the enemy tower, you have already lost the match.
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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.
+Pay attention to the air vs. ground balance.Stability is key.If you have the choice between a Fireball and a wizard, take the Fireball.
+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 MistakeWhy It FailsDrafting 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. If you cherished this report and you would like to obtain more details relating to [tower rush](http://187.216.152.151:9999/sammydossett3/2947114/wiki/How-to-Read-Your-Opponent-in-Tower-Rush) kindly take a look at the web site. 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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Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.
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Choose wisely, and outsmart them before the match even begins.
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