While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
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.
If you give your opponent the heavy spell and keep a useless support unit, they will easily dismantle your defenses from afar.
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
Similarly, if you drafted a massive swarm unit like the Minion Horde, ensure you DO NOT give them the Arrows spell.
| Card Pairing | The Keep | The Discard |
|---|---|---|
| Fast Attacker vs Slow Building | It is a reliable, cheap win condition | It is incredibly expensive and easy to defend against |
| Spell vs Swarm | You now have the perfect counter to the swarm you just gave them | You instantly know one of their cards and have the exact counter ready |
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.