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..8b235c7 --- /dev/null +++ b/Drafting-and-Deck-Building-in-Tower-Rush.md @@ -0,0 +1,13 @@ +
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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You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
+Prioritizing Your Choices +
The draft phase usually presents you with four choices; you pick one card for yourself, and give the other card to your opponent.
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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.
+Deny them synergy.Skeletons or Ice Spirits are universally useful.Ruin their cycle. +The Art of the Bad Gift +
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
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If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.
+The PickWhat to TakeWhat to GiveHog Rider vs. Should you beloved this information along with you would like to receive more details concerning [tower rush](https://xynergyhomes.com/author/maxieb38301202/) generously check out the web site. Barbarian HutIt is a reliable, cheap win conditionGive the HutThe Log vs. Skeleton ArmyTake The LogGive the Skeleton Army +Adaptability in the Arena +
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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